第二步:加载AB包的资源,用于显示
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.U2D;
using UnityEngine.UI;public class GameLaunch : MonoBehaviour
{public Button Btn;public Button Btn2;private string bundlePath = "";private string bundlePath2 = "";public Transform Parent_;public Image IMG;void Start(){bundlePath =Path.Combine(Application.streamingAssetsPath + "/AB/","prefab_ui") ;bundlePath2 =Path.Combine(Application.streamingAssetsPath + "/AB/","prefab_altlas") ;Btn.onClick.AddListener(() =>{//加载资源// 同时启动两个异步加载过程StartCoroutine(LoadAssetBundlesAsync());});Btn2.onClick.AddListener(() =>{StartCoroutine(LoadAssetBundlesAsync2());});}IEnumerator LoadAssetBundlesAsync(){// 同时启动两个异步加载过程yield return StartCoroutine(LoadAssetBundleAsync(bundlePath2, "_图集_AB", "Atlas_One","ui_frame_fight"));}IEnumerator LoadAssetBundlesAsync2(){// 同时启动两个异步加载过程yield return StartCoroutine(LoadAssetBundleAsync(bundlePath, "_UI_AB", "Prefab_One"));}IEnumerator LoadAssetBundleAsync(string path, string debugMessage, string assetName, string spriteName = null){AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);// 等待加载完成yield return request;var myLoadedAssetBundle = request.assetBundle;if (myLoadedAssetBundle == null){Debug.LogError("Failed to load AssetBundle: " + debugMessage);}else{Debug.Log(debugMessage + "加载完成");if (debugMessage == "_UI_AB"){if (!string.IsNullOrEmpty(assetName)){GameObject prefab = myLoadedAssetBundle.LoadAsset<GameObject>(assetName);GameObject Clone = Instantiate(prefab); //prefab中有Imgs图片.sprite 在spriteAtlas里面,编辑器加载的图片是正确的,但是APK加载的Imgs图片.sprite = spriteAtlas图集Clone.transform.SetParent(Parent_);Clone.transform.localPosition = Vector3.zero;}}else if (debugMessage == "_图集_AB"){//用于检测该AB包中拥有的所有资源,如Atlas_Oneobject[] allAssets = myLoadedAssetBundle.LoadAllAssets();foreach (var asset in allAssets){Debug.Log("Asset in bundle: " + asset);}if (!string.IsNullOrEmpty(assetName)){// 从 SpriteAtlas 中获取 SpriteSpriteAtlas spriteAtlas = myLoadedAssetBundle.LoadAsset<SpriteAtlas>(assetName);// 获取 SpriteAtlas 中的所有 Sprite// Sprite[] sprites = new Sprite[spriteAtlas.spriteCount];// spriteAtlas.GetSprites(sprites);Sprite Sp = spriteAtlas.GetSprite(spriteName);//编辑器与APK加载的话,图片显示全都没问题IMG.sprite = Sp;}}}}
}
运行,点击Btn1 ,可以加载图片ui_frame_fight
点击Btn2,可以创建预制体Prefab_One
一如既往,还有疑问,就直接在评论区问,我会尽快回复的