u3d外部資源加載加密


原文地址:http://www.cnblogs.com/88999660/archive/2013/04/10/3011912.html

首先要鄙視下unity3d的文檔編寫人員極度不負責任,到發帖為止依然沒有更新正確的示例代碼。

// C# Example
    // Builds an asset bundle from the selected objects in the project view.
    // Once compiled go to "Menu" -> "Assets" and select one of the choices
    // to build the Asset Bundle
     
    using UnityEngine;
    using UnityEditor;
    using System.IO;
    public class ExportAssetBundles {
        [MenuItem("Assets/Build AssetBundle Binary file From Selection - Track dependencies ")]
        static void ExportResource () {
            // Bring up save panel
            string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
            if (path.Length != 0) {
                // Build the resource file from the active selection.
                Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
                BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
                Selection.objects = selection;
             
         
                FileStream fs = new FileStream(path,FileMode.Open,FileAccess.ReadWrite);
                byte[] buff = new byte[fs.Length+1];
                fs.Read(buff,0,(int)fs.Length);
                buff[buff.Length-1] = 0;
                fs.Close();
                File.Delete(path);
             
                string BinPath = path.Substring(0,path.LastIndexOf('.'))+".bytes";
 //             FileStream cfs = new FileStream(BinPath,FileMode.Create);
                cfs.Write(buff,0,buff.Length);
                buff =null;
                cfs.Close();
                 
//              string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets"));
//              Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object));
//              BuildPipeline.BuildAssetBundle(ta, null, path);
            }
        }
        [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
        static void ExportResourceNoTrack () {
            // Bring up save panel
            string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
            if (path.Length != 0) {
                // Build the resource file from the active selection.
                BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
            }
        }
         
     

 

  把打包的文件轉換成了binary文件並多加了一個字節加密。

  當bytes文件生成好后再選中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

using UnityEngine;
using System.Collections;
using System;

public class WWWLoadTest : MonoBehaviour
{

    public string BundleURL;
    public string AssetName;
    IEnumerator Start()
    {
          WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);
        
        yield return www;
        
        TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;
        
        byte[]  data = txt.bytes;
        
        byte[] decryptedData = Decryption(data);
        Debug.LogError("decryptedData length:"+decryptedData.Length);
        StartCoroutine(LoadBundle(decryptedData));
    }
    
    IEnumerator LoadBundle(byte[] decryptedData){        
        AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);            
        yield return acr;
        AssetBundle bundle = acr.assetBundle;        
        Instantiate(bundle.Load(AssetName));
        
    }
    
    byte[] Decryption(byte[] data){
        byte[] tmp = new byte[data.Length-1];
        for(int i=0;i<data.Length-1;i++){
            tmp[i] = data[i];    
        }
        return tmp;
        
    }

    
}

 

WWW.LoadFromCacheOrDownload的作用就是下載並緩存資源,要注意后面的版本號參數,如果替換了資源卻沒有更新版本號,客戶端依然會加載緩存中的文件。

www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset  //characters是加密文件的名字

AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);           

這句是官網最坑爹的,AssetBundle.CreateFromMemory明 明返回的是AssetBundleCreateRequest官網卻寫得是AssetBundle,而且 AssetBundleCreateRequest是一個異步加載,必須用協程的方式加載官網也沒有提到。跟多兄弟就倒在了這里

完。

 

原理這里要說明下,是這樣子的,先把資源變成。unity3d格式,然后轉成。bytes格式,再轉成。unity3d格式,

加載的時候加載。unity3d格式,解析,然后變資源

我經過測試給出我的代碼:

 

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

public class assetPack : Editor
{
//打包單個
[MenuItem("Custom Editor/Create AssetBunldes Main")]
static void CreateAssetBunldesMain ()
{
    //獲取在Project視圖中選擇的所有游戲對象
    Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets);

//遍歷所有的游戲對象
    foreach (Object obj in SelectedAsset)
    {
    //本地測試:建議最后將Assetbundle放在StreamingAssets文件夾下,如果沒有就創建一個,因為移動平台下只能讀取這個路徑
    //StreamingAssets是只讀路徑,不能寫入
    //服務器下載:就不需要放在這里,服務器上客戶端用www類進行下載。
    string targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + ".assetbundle";
    if (BuildPipeline.BuildAssetBundle (obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies)) {
    Debug.Log(obj.name +"資源打包成功");
    }
    else
    {
    Debug.Log(obj.name +"資源打包失敗");
    }
    }
    //刷新編輯器
    AssetDatabase.Refresh ();  
 
}
 
[MenuItem("Custom Editor/Create AssetBunldes ALL")]
static void CreateAssetBunldesALL ()
{
 
    Caching.CleanCache ();

 
    string Path = Application.dataPath + "/StreamingAssets/ALL.assetbundle";


    Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets);
 
    foreach (Object obj in SelectedAsset)
    {
        Debug.Log ("Create AssetBunldes name :" + obj);
    }

        //這里注意第二個參數就行
        if (BuildPipeline.BuildAssetBundle (null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies)) {
        AssetDatabase.Refresh ();
    } else
    {
 
    }
}

[MenuItem("Custom Editor/Create Scene")]
static void CreateSceneALL ()
{
    //清空一下緩存
    Caching.CleanCache();
    string Path = Application.dataPath + "/eScene.unity3d";
    string[] levels = { "Assets/myScene.unity" };
    //打包場景
    BuildPipeline.BuildPlayer( levels, Path,BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
    AssetDatabase.Refresh ();
}

[MenuItem("Custom Editor/Save Scene")]
static void ExportScene()
{
    // 打開保存面板,獲得用戶選擇的路徑  
    string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");

    if (path.Length != 0)
    {
        // 選擇的要保存的對象  
        Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        string[] scenes = { "Assets/myScene.unity" };
        //打包  
        BuildPipeline.BuildPlayer(scenes, path, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
    }
    AssetDatabase.Refresh();
}
[MenuItem("Custom Editor/Save Scene2")]
static void ExportResource()
{
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0)
    {
        // Build the resource file from the active selection.
        Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
                          BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
        Selection.objects = selection;
    }
}

[MenuItem("Custom Editor/Build AssetBundle From Selection - Track dependencies")]
static void ExportResource2()
{
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0)
    {
        // Build the resource file from the active selection.
        Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
                          BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
        Selection.objects = selection;
    }
}

[MenuItem("Custom Editor/Build AssetBundle Complited  to  bytes")]
static void ExportResource5()
{
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0)
    {
        // Build the resource file from the active selection.
        Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
                          BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneWindows);
        Selection.objects = selection;


        FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);
        byte[] buff = new byte[fs.Length + 1];
        fs.Read(buff, 0, (int)fs.Length);
        buff[buff.Length - 1] = 0;
        Debug.Log("filelength:"+ buff.Length);
        fs.Close();
        File.Delete(path);

        string BinPath = path.Substring(0, path.LastIndexOf('.')) + ".bytes";
        FileStream cfs = new FileStream(BinPath,FileMode.Create);
        cfs.Write(buff, 0, buff.Length);
        Debug.Log("filelength:" + buff.Length);
        buff = null;
        cfs.Close();
 
    }
}

[MenuItem("Custom Editor/Build AssetBundle From Selection Twice")]
static void ExportResourceNoTrack()
{
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0)
    {
        // Build the resource file from the active selection.
        BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
    }
}
}

 

 

 

加載部分

 

using UnityEngine;
using System.Collections;

public class loadnew : MonoBehaviour 
{
    public string filename;
    private string BundleURL;
    private string AssetName;
    IEnumerator Start()
    {
        BundleURL = "file://" + Application.dataPath +"/"+ filename+".unity3d";
        Debug.Log("path:"+ BundleURL);
        WWW m_Download = new WWW(BundleURL);

        yield return m_Download;
        if (m_Download.error != null)
        {
            //   Debug.LogError(m_Download.error);
            Debug.Log("Warning errow: " + "NewScene");
            yield break;
        }

        TextAsset txt = m_Download.assetBundle.Load(filename, typeof(TextAsset)) as TextAsset;
        byte[] data = txt.bytes;

        byte[] decryptedData = Decryption(data);
        Debug.Log("decryptedData length:" + decryptedData.Length);
        StartCoroutine(LoadBundle(decryptedData));
    }

    IEnumerator LoadBundle(byte[] decryptedData)
    {
        AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);
        yield return acr;
        AssetBundle bundle = acr.assetBundle;
        Instantiate(bundle.mainAsset);

    }

    byte[] Decryption(byte[] data)
    {
        byte[] tmp = new byte[data.Length - 1];
        for (int i = 0; i < data.Length - 1; i++)
        {
            tmp[i] = data[i];
        }
        return tmp;

    }

    void update()
    {

    }
}

 


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