Unity3D Android動態反射加載程序集


這種辦法在iOS下是不讓用的,只能在Android下用。用起來也很方便了。

 

1、先創建一個c#工程,引用到的UnityEngine.dll在Unity的安裝目錄里找吧

 

2、將編譯的dll放入Unity工程,並打成assetBundle。(要把綴名改成.bytes,這個類型Unity才識別,才能打成assetbundle)

 

打bundle代碼

#if UNITY_EDITOR
	[MenuItem("GameObject/BuildAsset")]
	static void BuildAsset()
	{
		var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets);

		foreach (var o in se)
		{
			string sp = AssetDatabase.GetAssetPath(o);
			string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d";

			if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android))
			{
				Debug.Log(tar);
			}
		}
		AssetDatabase.Refresh();
		
	}
#endif

 

右鍵點資源,就有BuildAsset

 

 

bundle就會生成StreamingAssets里

 

3、寫測試代碼

using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;

public class TestGame : MonoBehaviour
{

    // Use this for initialization
    void Start ()
    {
        

    }
    
    // Update is called once per frame
    void Update () {
        
    }

    IEnumerator Load()
    {
#if UNITY_EDITOR
        var path = "file://" + Application.streamingAssetsPath + "/" + "ReflectTest.dll.unity3d";
#else
#if UNITY_ANDROID
        var path = "jar:file://" + Application.dataPath + "!/assets/" + "ReflectTest.dll.unity3d";
#elif UNITY_IOS
        var path = Application.dataPath + "/Raw/"+"ReflectTest.dll.unity3d";
#endif
#endif

        //var path = "file://"+Application.streamingAssetsPath + "/" + "HelipadEscapeGame.unity3d";
        Debug.Log("path="+path);
        using (WWW www = new WWW(path))
        {
            yield return www;
            var tex = www.assetBundle.LoadAsset<TextAsset>("ReflectTest.dll");
            //var tex = www.assetBundle.LoadAsset<TextAsset>("HelipadEscapeGame");
            

            var ass = System.Reflection.Assembly.Load(tex.bytes);
            var type = ass.GetType("Class1");

             gameObject.AddComponent(type);
        }
        
    
    }
#if UNITY_EDITOR
    [MenuItem("Assets/BuildAsset")]
    static void BuildAsset()
    {
        var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets);

        foreach (var o in se)
        {
            string sp = AssetDatabase.GetAssetPath(o);
            string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d";

            if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android))
            {
                Debug.Log(tar);
            }
        }
        AssetDatabase.Refresh();
        
    }
#endif
    void OnGUI()
    {
        if (GUI.Button(new Rect(0, 0, 200, 200), "Load"))
        {
            StartCoroutine(Load());
        }
    }
}

 


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