加密前:
加密后,直接无法加载ab,所以无法正常看到ab内容。
using UnityEngine;
using UnityEditor;
using System.IO;
public static class AssetBundleDemoTest
{
[MenuItem("Tools/打包!")]
public static void Build()
{
//注意:StreamingAssets文件夹需手动创建
//参数:打包路径(Assets/StreamingAssets文件夹)、打包方式、打包平台(运行平台)
BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.ChunkBasedCompression,
EditorUserBuildSettings.activeBuildTarget);
//刷新编辑器
AssetDatabase.Refresh();
}
[MenuItem("Tools/加密AB")]
public static void EncryptAB()
{
string[] filePaths = Directory.GetFiles(Application.dataPath + "/StreamingAssets");
foreach (string filePath in filePaths)
{
byte[] bytes = File.ReadAllBytes(filePath);
byte[] newBytes = new byte[bytes.Length + 8];
for (int i = 0; i < bytes.Length; i++)
{
newBytes[8 + i] = bytes[i];
}
File.WriteAllBytes(filePath, newBytes);
}
}
}
测试代码如下,加载名为"prefab_ab"的AB包,并加载名为"Cube"的资源,是一个预制体。
关于资源加载详情:【Unity】资源加载方式大全_streamingassets manifest-CSDN博客
利用public static AssetBundle LoadFromFile(string path, uint crc, ulong offset);API从磁盘加载AB包,其中crc填0,代表没有任何CRC校验,offset填加密所使用的偏移量8(你可以改,但一定和加密时偏移量一样。)
using System.Collections.Generic;
using UnityEngine;
public class AssetBundleTest : MonoBehaviour
{
Dictionary<string, GameObject> resourcesDict = new Dictionary<string, GameObject>();
void Start()
{
GameObject goPrefab = LoadResourceByResourceNameFromAb("prefab_ab", "Cube");
if (goPrefab != null)
{
GameObject go = GameObject.Instantiate(goPrefab);
}
}
private GameObject LoadResourceByResourceNameFromAb(string abName, string resourceName)
{
if (!resourcesDict.ContainsKey(abName + "|" + resourceName))
{
//加载ab包 本地加载方式 一个名为apple的ab包文件
AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + abName, 0, 8);
if (assetBundle != null)
{
//加载源资源时先加载依赖资源
//1.加载位于StreamingAssets目录下的StreamingAssets包
AssetBundle streamingAssetsBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/StreamingAssets", 0, 8);
if (streamingAssetsBundle == null)
{
Debug.Log("streamingAssetsBundle is not exist!");
return null;
}
//加载StreamingAssets包下的AssetBundleManifest文件(可打开StreamingAssets.manifest文件看第三行的名字就是它)
AssetBundleManifest assetBundleManifest = streamingAssetsBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
//获取abName包的全部依赖名称!即StreamingAssets.manifest文件的指定Info为abName的Dependencies的数组内容
string[] deps = assetBundleManifest.GetAllDependencies(abName);
//加载abName包的全部依赖资源
for (int i = 0; i < deps.Length; i++)
{
//Debug.Log("依赖资源名称" + deps[i]);
//因为依赖名称是一个相对路径,例如:StreamingAssets下的pp文件夹的m2资源是写为 pp/m2,所以加载是没问题
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + deps[i], 0, 8);
}
//加载源资源
GameObject go = assetBundle.LoadAsset<GameObject>(resourceName);
if (go != null)
{
resourcesDict.Add(abName + "|" + resourceName, go);
return go;
}
else
{
Debug.LogWarning("abNmae:" + abName + ",resourceName:" + resourceName + " is not exist!");
return null;
}
}
else
{
Debug.LogWarning("abNmae:" + abName + " is not exist!");
return null;
}
}
else
{
GameObject go = null;
resourcesDict.TryGetValue(abName + "|" + resourceName, out go);
return go;
}
}
}