XLua热更新框架原理和代码实战
安装插件
下载Xlua插件:https://github.com/Tencent/xLua
下载完成后,把Asset文件夹下的文件拖入自己的工程Asset中,看到Unity编辑器上多了个Xlua菜单,说明插件导入成功
Lua启动代码
新建一个空场景,场景中什么都不放,只有一个启动脚本,所有的东西都从启动脚本中加载,这样打包时才能没有依赖,所有资源支持热更。
启动脚本
GameLaunch:
using UnityEngine;
public class GameLaunch : MonoBehaviour {
void Awake() {
// 初始化框架
this.gameObject.AddComponent();
this.gameObject.AddComponent();
// end
xLuaMgr.Instance.Init();
}
void Start () {
// 进入启动逻辑
xLuaMgr.Instance.EnterLuaGame();
// end
}
void Update () {
}
}
xLua管理脚本
using UnityEngine;
using System.IO;
using XLua;
public class xLuaMgr : UnitySingleton {
public const string luaScriptsFolder = "LuaScripts";
const string gameMainScriptName = "main"; // main.lua
// Lua解释器的上下文的运行环境
private LuaEnv luaEnv = null;
private bool HasGameStart = false;
public override void Awake() {
base.Awake();
}
public void SafeDoString(string scriptContent) { // 执行脚本, scriptContent脚本代码的文本内容;
if (this.luaEnv != null) {
try {
luaEnv.DoString(scriptContent); // 执行我们的脚本代码;
}
catch (System.Exception ex) {
string msg = string.Format("xLua exception : {0}\n {1}", ex.Message, ex.StackTrace);
Debug.LogError(msg, null);
}
}
}
public void LoadScript(string scriptName) { // require(game.game_start) scriptName = "game.game_start"
SafeDoString(string.Format("require('{0}')", scriptName)); //
}
public void ReloadScript(string scriptName) {
SafeDoString(string.Format("package.loaded['{0}'] = nil", scriptName));
LoadScript(scriptName);
}
public void Init() {
this.luaEnv = new LuaEnv();
// 添加Lua代码装载器,当请求文件的时候(调用require),会调用对应的CustomLoader函数
if (this.luaEnv != null) {
this.luaEnv.AddLoader(CustomLoader);
}
}
public static byte[] CustomLoader(ref string filePath)
{
string scriptPath = string.Empty;
// 把传递文件路径时修改的点改回斜杠,加上尾缀
filePath = filePath.Replace(".", "/") + ".lua";
#if UNITY_EDITOR
// if (AssetBundleConfig.IsEditorMode)
{
scriptPath = Path.Combine(Application.dataPath, luaScriptsFolder);// Assets/LuaScripts
scriptPath = Path.Combine(scriptPath, filePath); // Assets/LuaScripts/game/game_start.lua
// Debug.Log("Custom Load lua script : " + scriptPath);
return GameUtility.SafeReadAllBytes(scriptPath);
}
#endif
/*scriptPath = string.Format("{0}/{1}.bytes", luaAssetbundleAssetName, filePath);
string assetbundleName = null;
string assetName = null;
bool status = AssetBundleManager.Instance.MapAssetPath(scriptPath, out assetbundleName, out assetName);
if (!status)
{
Debug.LogError("MapAssetPath failed : " + scriptPath);
return null;
}
var asset = AssetBundleManager.Instance.GetAssetCache(assetName) as TextAsset;
if (asset != null)
{
return asset.bytes;
}
Debug.LogError("Load lua script failed : " + scriptPath + ", You should preload lua assetbundle first!!!");
return null;
*/
}
void Start () {
}
public void EnterLuaGame() { // 进入游戏
if (this.luaEnv != null) {
// 装载main脚本
this.LoadScript(gameMainScriptName);
// 执行main.start()
SafeDoString("main.start()");
this.HasGameStart = true;
}
}
void Update () {
}
}
Main.lua
require("game.game_start")
main = {} -- main是一个全局模块;
local function start()
print("game started")
end
main.start = start
return main
通用脚本:单例
using UnityEngine;
// 实现普通的单例模式
// where 限制模板的类型, new()指的是这个类型必须要能被实例化
public abstract class Singleton where T : new() {
private static T _instance;
private static object mutex = new object();
public static T instance {
get {
if (_instance == null) {
lock (mutex) { // 保证我们的单例,是线程安全的;
if (_instance == null) {
_instance = new T();
}
}
}
return _instance;
}
}
}
// Monobeavior: 声音, 网络
// Unity单例
public class UnitySingleton : MonoBehaviour
where T : Component {
private static T _instance = null;
public static T Instance {
get {
if (_instance == null) {
_instance = FindObjectOfType(typeof(T)) as T;
if (_instance == null) {
GameObject obj = new GameObject();
_instance = (T)obj.AddComponent(typeof(T));
obj.hideFlags = HideFlags.DontSave;
// obj.hideFlags = HideFlags.HideAndDontSave;
obj.name = typeof(T).Name;
}
}
return _instance;
}
}
public virtual void Awake() {
DontDestroyOnLoad(this.gameObject);
if (_instance == null) {
_instance = this as T;
}
else {
GameObject.Destroy(this.gameObject);
}
}
}
把对应的Lua代码放到LuaScripts文件夹中,这些程序就能正常执行了,从此C#能正确调用Lua,可以使用Lua代替C#进行开发了。
Lua脚本组件化开发模式
关联Update、LateUpdate等
xLuaMgr.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using XLua;
public class xLuaMgr : UnitySingleton {
public const string luaScriptsFolder = "LuaScripts";
const string gameMainScriptName = "main"; // main.lua
private LuaEnv luaEnv = null;
private bool HasGameStart = false;
public override void Awake() {
base.Awake();
}
public void SafeDoString(string scriptContent) { // 执行脚本, scriptContent脚本代码的文本内容;
if (this.luaEnv != null) {
try {
luaEnv.DoString(scriptContent); // 执行我们的脚本代码;
}
catch (System.Exception ex) {
string msg = string.Format("xLua exception : {0}\n {1}", ex.Message, ex.StackTrace);
Debug.LogError(msg, null);
}
}
}
public void LoadScript(string scriptName) { // require(game.game_start) scriptName = "game.game_start"
SafeDoString(string.Format("require('{0}')", scriptName)); //
}
public void ReloadScript(string scriptName) {
SafeDoString(string.Format("package.loaded['{0}'] = nil", scriptName));
LoadScript(scriptName);
}
public void Init() {
this.luaEnv = new LuaEnv(); //
if (this.luaEnv != null) {
this.luaEnv.AddLoader(CustomLoader);
}
}
// require(main); // require(game.game_start)
public static byte[] CustomLoader(ref string filePath)
{
string scriptPath = string.Empty;
filePath = filePath.Replace(".", "/") + ".lua"; // game/game_start.lua
#if UNITY_EDITOR
// if (AssetBundleConfig.IsEditorMode)
{
scriptPath = Path.Combine(Application.dataPath, luaScriptsFolder);// Assets/LuaScripts
scriptPath = Path.Combine(scriptPath, filePath); // Assets/LuaScripts/game/game_start.lua
// Debug.Log("Custom Load lua script : " + scriptPath);
return GameUtility.SafeReadAllBytes(scriptPath);
}
#endif
/*scriptPath = string.Format("{0}/{1}.bytes", luaAssetbundleAssetName, filePath);
string assetbundleName = null;
string assetName = null;
bool status = AssetBundleManager.Instance.MapAssetPath(scriptPath, out assetbundleName, out assetName);
if (!status)
{
Debug.LogError("MapAssetPath failed : " + scriptPath);
return null;
}
var asset = AssetBundleManager.Instance.GetAssetCache(assetName) as TextAsset;
if (asset != null)
{
return asset.bytes;
}
Debug.LogError("Load lua script failed : " + scriptPath + ", You should preload lua assetbundle first!!!");
return null;
*/
}
void Start () {
}
public void EnterLuaGame() { // 进入游戏
if (this.luaEnv != null) {
this.LoadScript(gameMainScriptName);
SafeDoString("main.start()");
this.HasGameStart = true;
}
}
void Update () {
if (this.HasGameStart) {
SafeDoString("main.Update()");
}
}
void FixedUpdate() {
if (this.HasGameStart) {
SafeDoString("main.FixedUpdate()");
}
}
void LateUpdate() {
if (this.HasGameStart) {
SafeDoString("main.LateUpdate()");
}
}
}
GameLaunch脚本:
require("managers.LuaGameObject")
local game = require("game.start")
main = {} -- main是一个全局模块;
local function start()
game.init();
end
local function OnApplicationQuit()
end
local function Update()
LuaGameObject.Update()
end
local function FixedUpdate()
LuaGameObject.FixedUpdate()
end
local function LateUpdate()
LuaGameObject.LateUpdate()
end
main.OnApplicationQuit = OnApplicationQuit
main.Update = Update
main.FixedUpdate = FixedUpdate
main.LateUpdate = LateUpdate
main.start = start
return main
Lua组件的基类
所有的组件基类继承自LuaBehaviour
-- 返回一个基类为base的类;用于继承
function LuaExtend(base)
return base:new()
end
local LuaBehaviour = {}
function LuaBehaviour:new(instant)
if not instant then
instant = {} --类的实例
end
setmetatable(instant, {__index = self})
return instant
end
-- obj: GameObject
-- transform, gameObject
function LuaBehaviour:init(obj)
self.transform = obj.transform
self.gameObject = obj
end
return LuaBehaviour
Lua组件化管理
管理脚本:
LuaGameObject = {}
local GameObject = CS.UnityEngine.GameObject
local GameObjectMap = {}
-- key ObjectID: {lua组件实例1, Lua组件实例2, ...};
local function Instantiate(prefab)
GameObject.Instantiate(prefab)
end
local function Destroy(obj)
local obj_id = obj:GetInstanceID()
if (GameObjectMap[obj_id]) then -- 删除掉所有的组件实例
table.remove(GameObjectMap, obj_id)
end
GameObject.Destroy(obj)
end
local function DestroyAfter(obj, afterTime)
local obj_id = obj:GetInstanceID()
if (GameObjectMap[obj_id]) then -- 删除掉所有的组件实例
table.remove(GameObjectMap, obj_id)
end
GameObject.Destroy(obj, afterTime)
end
local function Find(name)
return GameObject.Find(name)
end
local function AddLuaComponent(obj, lua_class)
local componet = lua_class:new()
componet:init(obj)
local obj_id = obj:GetInstanceID()
if (GameObjectMap[obj_id]) then
table.insert(GameObjectMap[obj_id], componet)
else
GameObjectMap[obj_id] = {}
table.insert(GameObjectMap[obj_id], componet)
end
if componet.Awake ~= nil then
componet:Awake()
end
return componet
end
local function GetLuaComponent(obj, lua_class)
return nil
end
local function trigger_update(components_array)
local key, value
for key, value in pairs(components_array) do
if value.Update ~= nil then
value:Update()
end
end
end
local function trigger_fixupdate(components_array)
local key, value
for key, value in pairs(components_array) do
if value.FixedUpdate ~= nil then
value:FixedUpdate()
end
end
end
local function trigger_lateupdate(components_array)
local key, value
for key, value in pairs(components_array) do
if value.LateUpdate ~= nil then
value:LateUpdate()
end
end
end
local function Update()
local key, value
for key, value in pairs(GameObjectMap) do
trigger_update(value)
end
end
local function FixedUpdate()
local key, value
for key, value in pairs(GameObjectMap) do
trigger_fixupdate(value)
end
end
local function LateUpdate()
local key, value
for key, value in pairs(GameObjectMap) do
trigger_lateupdate(value)
end
end
LuaGameObject.Update = Update
LuaGameObject.LateUpdate = LateUpdate
LuaGameObject.FixedUpdate = FixedUpdate
LuaGameObject.Find = Find
LuaGameObject.Instantiate = Instantiate
LuaGameObject.Destroy = Destroy
LuaGameObject.DestroyAfter = DestroyAfter
LuaGameObject.AddLuaComponent = AddLuaComponent
LuaGameObject.GetLuaComponent = GetLuaComponent
return LuaGameObject
添加组件方法
例如有一个控制物体移动的脚本:
local LuaBehaviour = require("Component.LuaBehaviour")
local cube_ctrl = LuaExtend(LuaBehaviour)
function cube_ctrl:Awake()
print("========Awake=========")
end
function cube_ctrl:Update()
self.transform:Translate(0, 0, 5 * CS.UnityEngine.Time.deltaTime)
end
return cube_ctrl
这个脚本除了加上最上面两行和最后一行,其他的写法都是C#当中的。
调用这个脚本时:
local cube_ctrl = require("game.cube_ctrl")
local obj = LuaGameObject.Find("Cube")
LuaGameObject.AddLuaComponent(obj, cube_ctrl)
例子:
local start = {}
local cube_ctrl = require("game.cube_ctrl")
local function enter_login_scene()
print("enter_login_scene")
-- 放地图
-- end
-- 放怪物
-- end
-- 放玩家
-- end
-- 放UI
--end
-- 测试
local obj = LuaGameObject.Find("Cube")
LuaGameObject.AddLuaComponent(obj, cube_ctrl)
-- end
end
local function enter_game_scene()
end
local function init()
enter_login_scene()
end
start.init = init
return start;
Unity编辑器创建Lua模板
这个脚本放在Editor目录下作为编辑器脚本:
using UnityEngine;
using System.Collections;
using UnityEditor.ProjectWindowCallback;
using System.IO;
using UnityEditor;
public class CreateLua {
[MenuItem("Assets/Create/Lua Script",false,80)] //80是菜单的次序
public static void CreateNewLua()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance(),
GetSelectedPathOrFallback() + "/New Lua.lua",
null,
"Assets/Editor/Template/LuaComponent.lua");
}
public static string GetSelectedPathOrFallback()
{
string path = "Assets";
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
{
path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && File.Exists(path))
{
path = Path.GetDirectoryName(path);
break;
}
}
return path;
}
}
class CreateScriptAssetAction:EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
//创建资源
UnityEngine.Object obj = CreateAssetFromTemplate(pathName, resourceFile);
//高亮显示该资源
ProjectWindowUtil.ShowCreatedAsset(obj);
}
internal static UnityEngine.Object CreateAssetFromTemplate(string pahtName, string resourceFile)
{
//获取要创建的资源的绝对路径
string fullName = Path.GetFullPath(pahtName);
//读取本地模板文件
StreamReader reader = new StreamReader(resourceFile);
string content = reader.ReadToEnd();
reader.Close();
//获取资源的文件名
// string fileName = Path.GetFileNameWithoutExtension(pahtName);
//替换默认的文件名
content = content.Replace("#TIME", System.DateTime.Now.ToString("yyyy年MM月dd日 HH:mm:ss dddd"));
//写入新文件
StreamWriter writer = new StreamWriter(fullName, false, new System.Text.UTF8Encoding(false));
writer.Write(content);
writer.Close();
//刷新本地资源
AssetDatabase.ImportAsset(pahtName);
AssetDatabase.Refresh();
return AssetDatabase.LoadAssetAtPath(pahtName, typeof(UnityEngine.Object));
}
}
在Editor目录下,创建Template文件夹存放模板,里面的文件如下:
local LuaBehaviour = require("Component.LuaBehaviour")
local newclass = LuaExtend(LuaBehaviour)
function newclass:Awake()
end
function newclass:Update()
end
return newclass
这样,在右键菜单Create中就会多出一个Lua Script的选项,可以直接创建Lua的模板文件。
Lua调用Unity相关组件和接口
Unity编辑器相关:CS.UnityEngine,例如:CS.UnityEngine.Time.deltaTime
自己定义的类:CS.命名空间.类名
为了方便我们可以在lua中重新进行定义:
local Time = CS.UnityEngine.Time
另外,在上面组件化开发模式中,我们可以直接才lua模块中使用obj.gameObject,obj.transform来获取对应物体和对应物体的transform的信息。
C#端创建一个脚本:
using UnityEngine;
using System;
using XLua;
[LuaCallCSharp] // Lua 能否调用到这个装饰器很重要;
public class ResMgr : UnitySingleton
{
public override void Awake() {
base.Awake();
}
public UnityEngine.Object GetAssetCache(string name, string type_name) {
Debug.Log("UnityEngine: GetAssetCache");
return null;
}
public void LoadAssetBundleAsync(string assetbundleName, Action end_func)
{
end_func();
// this.StartCoroutine(this.IE_LoadAssetBundleAsync(assetbundleName, end_func));
}
}
Lua调用这个脚本
local ResMgr = {}
local cs_ResMgr = CS.ResMgr.Instance
local function GetAssetCache(name, type_name)
cs_ResMgr:GetAssetCache(name, type_name)
end
ResMgr.GetAssetCache = GetAssetCache
local function LoadAssetBundleAsync(name, callback)
cs_ResMgr:LoadAssetBundleAsync(name, callback)
end
ResMgr.LoadAssetBundleAsync = LoadAssetBundleAsync
return ResMgr
使用的时候:
local ResMgr = require("managers.ResMgr")
ResMgr.GetAssetCache("test","test_type")
--回调函数
ResMgr.LoadAssetBundleAsync("name", function() print("C#") end)
资源管理
编辑器内部资源启动和AssetBundle启动游戏
启动游戏脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using AssetBundles;
using GameChannel;
public class GameLaunch : MonoBehaviour {
void Awake() {
// 初始化框架
this.gameObject.AddComponent();
this.gameObject.AddComponent();
this.gameObject.AddComponent();
// end
xLuaMgr.Instance.Init();
}
IEnumerator InitPackageName()
{
#if UNITY_EDITOR
if (AssetBundleConfig.IsEditorMode)
{
yield break;
}
#endif
// 获取渠道名字,在文件中设置
var packageNameRequest = AssetBundleManager.Instance.RequestAssetFileAsync(BuildUtils.PackageNameFileName);
yield return packageNameRequest;
var packageName = packageNameRequest.text;
packageNameRequest.Dispose();
AssetBundleManager.ManifestBundleName = packageName;
// 初始化渠道
ChannelManager.instance.Init(packageName);
Debug.Log(string.Format("packageName = {0}", packageName));
yield break;
}
IEnumerator GameStart()
{
var start = DateTime.Now;
yield return InitPackageName();
Debug.Log(string.Format("InitPackageName use {0}ms", (DateTime.Now - start).Milliseconds));
// 启动资源管理模块
start = DateTime.Now;
yield return AssetBundleManager.Instance.Initialize();
Debug.Log(string.Format("AssetBundleManager Initialize use {0}ms", (DateTime.Now - start).Milliseconds));
string luaAssetbundleName = xLuaMgr.Instance.AssetbundleName;
// lua脚本AssetBundle装载进内存
AssetBundleManager.Instance.SetAssetBundleResident(luaAssetbundleName, true);
var abloader = AssetBundleManager.Instance.LoadAssetBundleAsync(luaAssetbundleName);
yield return abloader;
abloader.Dispose();
xLuaMgr.Instance.EnterLuaGame();
yield break;
}
void Start () {
this.StartCoroutine(this.GameStart());
}
void Update () {
}
}
XLuaManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using XLua;
using AssetBundles;
public class xLuaMgr : UnitySingleton {
public const string luaScriptsFolder = "LuaScripts";
public const string luaAssetbundleAssetName = "Lua";
const string gameMainScriptName = "main"; // main.lua
private LuaEnv luaEnv = null;
private bool HasGameStart = false;
public override void Awake() {
base.Awake();
string path = AssetBundleUtility.PackagePathToAssetsPath(luaAssetbundleAssetName);
AssetbundleName = AssetBundleUtility.AssetBundlePathToAssetBundleName(path);
}
public string AssetbundleName {
get;
protected set;
}
public void SafeDoString(string scriptContent) { // 执行脚本, scriptContent脚本代码的文本内容;
if (this.luaEnv != null) {
try {
luaEnv.DoString(scriptContent); // 执行我们的脚本代码;
}
catch (System.Exception ex) {
string msg = string.Format("xLua exception : {0}\n {1}", ex.Message, ex.StackTrace);
Debug.LogError(msg, null);
}
}
}
public void LoadScript(string scriptName) { // require(game.game_start) scriptName = "game.game_start"
SafeDoString(string.Format("require('{0}')", scriptName)); //
}
public void ReloadScript(string scriptName) {
SafeDoString(string.Format("package.loaded['{0}'] = nil", scriptName));
LoadScript(scriptName);
}
public void Init() {
this.luaEnv = new LuaEnv(); //
if (this.luaEnv != null) {
this.luaEnv.AddLoader(CustomLoader);
}
}
// require(main); // require(game.game_start)
public static byte[] CustomLoader(ref string filePath)
{
string scriptPath = string.Empty;
filePath = filePath.Replace(".", "/") + ".lua"; // game/game_start.lua
// 编辑器模式,直接从本地lua文件读代码
#if UNITY_EDITOR
if (AssetBundleConfig.IsEditorMode) {
scriptPath = Path.Combine(Application.dataPath, luaScriptsFolder);// Assets/LuaScripts
scriptPath = Path.Combine(scriptPath, filePath); // Assets/LuaScripts/game/game_start.lua
byte[] data = GameUtility.SafeReadAllBytes(scriptPath);
return data;
}
#endif
// 非编辑器模式,从AssetBundle读
scriptPath = string.Format("{0}/{1}.bytes", luaAssetbundleAssetName, filePath);
string assetbundleName = null;
string assetName = null;
bool status = AssetBundleManager.Instance.MapAssetPath(scriptPath, out assetbundleName, out assetName);
if (!status)
{
Debug.LogError("MapAssetPath failed : " + scriptPath);
return null;
}
var asset = AssetBundleManager.Instance.GetAssetCache(assetName) as TextAsset;
if (asset != null)
{
return asset.bytes;
}
Debug.LogError("Load lua script failed : " + scriptPath + ", You should preload lua assetbundle first!!!");
return null;
}
void Start () {
}
public void EnterLuaGame() { // 进入游戏
if (this.luaEnv != null) {
this.LoadScript(gameMainScriptName);
SafeDoString("main.start()");
this.HasGameStart = true;
}
}
void Update () {
if (this.HasGameStart) {
SafeDoString("main.Update()");
}
}
void FixedUpdate() {
if (this.HasGameStart) {
SafeDoString("main.FixedUpdate()");
}
}
void LateUpdate() {
if (this.HasGameStart) {
SafeDoString("main.LateUpdate()");
}
}
}
/*
* local ResMgr = {}
local cs_ResMgr = CS.ResMgr.Instance
local function GetAssetCache(name, type_name)
cs_ResMgr:GetAssetCache(name, type_name)
end
return ResMgr
*/
管理器代码
渠道管理器框架
using System;
using XLua;
namespace GameChannel
{
[Hotfix]
[LuaCallCSharp]
public class ChannelManager : Singleton
{
private BaseChannel channel = null;
private Action initDelFun = null;
public Action downLoadGameSucceed = null;
public Action downLoadGameFail = null;
public Action downLoadGameProgress = null;
public string packageName
{
get;
protected set;
}
public string noticeVersion
{
get;
set;
}
public string resVersion
{
get;
set;
}
public string appVersion
{
get;
set;
}
public string svnVersion
{
get;
set;
}
public void Init(string packageName)
{
this.packageName = packageName;
channel = CreateChannel(packageName);
}
public BaseChannel CreateChannel(string packageName)
{
ChannelType platName = (ChannelType)Enum.Parse(typeof(ChannelType), packageName);
switch ((platName))
{
case ChannelType.Test:
return new TestChannel();
default:
return new TestChannel();
}
}
public void InitSDK(Action delFun)
{
initDelFun = delFun;
channel.Init();
channel.DataTrackInit();
}
public void InitSDKComplete(string msg)
{
// Logger.platChannel = packageName;
if (initDelFun != null)
{
initDelFun.Invoke();
initDelFun = null;
}
}
public void StartDownLoadGame(string url, Action succeed = null, Action fail = null, Action progress = null, string saveName = null)
{
downLoadGameSucceed = succeed;
downLoadGameFail = fail;
downLoadGameProgress = progress;
channel.DownloadGame(url, saveName);
}
public void DownLoadGameEnd(bool succeed)
{
if (succeed)
{
if (downLoadGameSucceed != null)
{
downLoadGameSucceed.Invoke();
}
}
else
{
if (downLoadGameFail != null)
{
downLoadGameFail.Invoke();
}
}
downLoadGameSucceed = null;
downLoadGameFail = null;
downLoadGameProgress = null;
}
public void DownLoadGameProgress(int progress)
{
if (downLoadGameProgress != null)
{
downLoadGameProgress.Invoke(progress);
}
}
public void InstallGame(Action succeed, Action fail)
{
downLoadGameSucceed = succeed;
downLoadGameFail = fail;
AndroidSDKHelper.FuncCall("InstallApk");
}
public bool IsInternalVersion()
{
if (channel == null)
{
return true;
}
return channel.IsInternalChannel();
}
/*public override void Dispose()
{
}*/
}
}
AssetBundle管理器框架
using UnityEngine; using System.Collections; using System.Collections.Generic; using XLua; using System; #if UNITY_EDITOR using UnityEditor; #endif ////// added by wsh @ 2017-12-21 /// 功能:assetbundle管理类,为外部提供统一的资源加载界面、协调Assetbundle各个子系统的运行 /// 注意: /// 1、抛弃Resources目录的使用,官方建议:https://unity3d.com/cn/learn/tutorials/temas/best-practices/resources-folder?playlist=30089 /// 2、提供Editor和Simulate模式,前者不适用Assetbundle,直接加载资源,快速开发;后者使用Assetbundle,用本地服务器模拟资源更新 /// 3、场景不进行打包,场景资源打包为预设 /// 4、只提供异步接口,所有加载按异步进行 /// 5、采用LZMA压缩方式,性能瓶颈在Assetbundle加载上,ab加载异步,asset加载同步,ab加载后导出全部asset并卸载ab /// 6、所有公共ab包(被多个ab包依赖)常驻内存,非公共包加载asset以后立刻卸载,被依赖的公共ab包会随着资源预加载自动加载并常驻内存 /// 7、随意卸载公共ab包可能导致内存资源重复,最好在切换场景时再手动清理不需要的公共ab包 /// 8、常驻包(公共ab包)引用计数不为0时手动清理无效,正在等待加载的所有ab包不能强行终止---一旦发起创建就一定要等操作结束,异步过程进行中清理无效 /// 9、切换场景时最好预加载所有可能使用到的资源,所有加载器用完以后记得Dispose回收,清理GC时注意先释放所有Asset缓存 /// 10、逻辑层所有Asset路径带文件类型后缀,且是AssetBundleConfig.ResourcesFolderName下的相对路径,注意:路径区分大小写 /// TODO: /// 1、区分场景常驻包和全局公共包,切换场景时自动卸载场景公共包 /// 使用说明: /// 1、由Asset路径获取AssetName、AssetBundleName:ParseAssetPathToNames /// 2、设置常驻(公共)ab包:SetAssetBundleResident(assebundleName, true)---公共ab包已经自动设置常驻 /// 2、(预)加载资源:var loader = LoadAssetBundleAsync(assetbundleName),协程等待加载完毕后Dispose:loader.Dispose() /// 3、加载Asset资源:var loader = LoadAssetAsync(assetPath, TextAsset),协程等待加载完毕后Dispose:loader.Dispose() /// 4、离开场景清理所有Asset缓存:ClearAssetsCache(),UnloadUnusedAssetBundles(), Resources.UnloadUnusedAssets() /// 5、离开场景清理必要的(公共)ab包:TryUnloadAssetBundle(),注意:这里只是尝试卸载,所有引用计数不为0的包(还正在加载)不会被清理 /// namespace AssetBundles { [Hotfix] [LuaCallCSharp] public class AssetBundleManager : UnitySingleton { // 最大同时进行的ab创建数量 const int MAX_ASSETBUNDLE_CREATE_NUM = 5; // manifest:提供依赖关系查找以及hash值比对 Manifest manifest = null; // 资源路径相关的映射表 AssetsPathMapping assetsPathMapping = null; // 常驻ab包:需要手动添加公共ab包进来,常驻包不会自动卸载(即使引用计数为0),引用计数为0时可以手动卸载 HashSet assetbundleResident = new HashSet(); // ab缓存包:所有目前已经加载的ab包,包括临时ab包与公共ab包 Dictionary assetbundlesCaching = new Dictionary(); // ab缓存包引用计数:卸载ab包时只有引用计数为0时才会真正执行卸载 Dictionary assetbundleRefCount = new Dictionary(); // asset缓存:给非公共ab包的asset提供逻辑层的复用 Dictionary assetsCaching = new Dictionary(); // 加载数据请求:正在prosessing或者等待prosessing的资源请求 Dictionary webRequesting = new Dictionary(); // 等待处理的资源请求 Queue webRequesterQueue = new Queue(); // 正在处理的资源请求 List prosessingWebRequester = new List(); // 逻辑层正在等待的ab加载异步句柄 List prosessingAssetBundleAsyncLoader = new List(); // 逻辑层正在等待的asset加载异步句柄 List prosessingAssetAsyncLoader = new List(); public static string ManifestBundleName { get; set; } #if UNITY_EDITOR || CLIENT_DEBUG #if !CLIENT_DEBUG [BlackList] #endif // Hotfix测试---用于侧测试资源模块的热修复 public void TestHotfix() { Debug.Log("********** AssetBundleManager : Call TestHotfix in cs..."); } #endif public IEnumerator Initialize() { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { yield break; } #endif manifest = new Manifest(); assetsPathMapping = new AssetsPathMapping(); // 说明:同时请求资源可以提高加载速度 var manifestRequest = RequestAssetBundleAsync(manifest.AssetbundleName); var pathMapRequest = RequestAssetBundleAsync(assetsPathMapping.AssetbundleName); yield return manifestRequest; var assetbundle = manifestRequest.assetbundle; manifest.LoadFromAssetbundle(assetbundle); assetbundle.Unload(false); manifestRequest.Dispose(); yield return pathMapRequest; assetbundle = pathMapRequest.assetbundle; var mapContent = assetbundle.LoadAsset(assetsPathMapping.AssetName); if (mapContent != null) { assetsPathMapping.Initialize(mapContent.text); } assetbundle.Unload(true); pathMapRequest.Dispose(); // 设置所有公共包为常驻包 var start = DateTime.Now; var allAssetbundleNames = manifest.GetAllAssetBundleNames(); foreach (var curAssetbundleName in allAssetbundleNames) { if (string.IsNullOrEmpty(curAssetbundleName)) { continue; } int count = 0; foreach (var checkAssetbundle in allAssetbundleNames) { if (checkAssetbundle == curAssetbundleName || string.IsNullOrEmpty(checkAssetbundle)) { continue; } var allDependencies = manifest.GetAllDependencies(checkAssetbundle); if (Array.IndexOf(allDependencies, curAssetbundleName) >= 0) { count++; if (count >= 2) { break; } } } if (count >= 2) { SetAssetBundleResident(curAssetbundleName, true); } } Debug.Log(string.Format("AssetBundleResident Initialize use {0}ms", (DateTime.Now - start).Milliseconds)); yield break; } public IEnumerator Cleanup() { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { yield break; } #endif // 等待所有请求完成 // 要是不等待Unity很多版本都有各种Bug yield return new WaitUntil(() => { return prosessingWebRequester.Count == 0; }); yield return new WaitUntil(() => { return prosessingAssetBundleAsyncLoader.Count == 0; }); yield return new WaitUntil(() => { return prosessingAssetAsyncLoader.Count == 0; }); ClearAssetsCache(); foreach (var assetbunle in assetbundlesCaching.Values) { if (assetbunle != null) { assetbunle.Unload(false); } } assetbundlesCaching.Clear(); assetbundleRefCount.Clear(); assetbundleResident.Clear(); yield break; } public Manifest curManifest { get { return manifest; } } public string DownloadUrl { get { // return Setting.SERVER_RESOURCE_ADDR; return null; } } public void SetAssetBundleResident(string assetbundleName, bool resident) { Debug.Log("SetAssetBundleResident : " + assetbundleName + ", " + resident.ToString()); bool exist = assetbundleResident.Contains(assetbundleName); if (resident && !exist) { assetbundleResident.Add(assetbundleName); } else if(!resident && exist) { assetbundleResident.Remove(assetbundleName); } } public bool IsAssetBundleResident(string assebundleName) { return assetbundleResident.Contains(assebundleName); } public bool IsAssetBundleLoaded(string assetbundleName) { return assetbundlesCaching.ContainsKey(assetbundleName); } public AssetBundle GetAssetBundleCache(string assetbundleName) { AssetBundle target = null; assetbundlesCaching.TryGetValue(assetbundleName, out target); return target; } protected void RemoveAssetBundleCache(string assetbundleName) { assetbundlesCaching.Remove(assetbundleName); } protected void AddAssetBundleCache(string assetbundleName, AssetBundle assetbundle) { assetbundlesCaching[assetbundleName] = assetbundle; } public bool IsAssetLoaded(string assetName) { return assetsCaching.ContainsKey(assetName); } public UnityEngine.Object GetAssetCache(string assetName) { UnityEngine.Object target = null; assetsCaching.TryGetValue(assetName, out target); return target; } public void AddAssetCache(string assetName, UnityEngine.Object asset) { assetsCaching[assetName] = asset; } public void AddAssetbundleAssetsCache(string assetbundleName) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { return; } #endif if (!IsAssetBundleLoaded(assetbundleName)) { Debug.LogError("Try to add assets cache from unloaded assetbundle : " + assetbundleName); return; } var curAssetbundle = GetAssetBundleCache(assetbundleName); var allAssetNames = assetsPathMapping.GetAllAssetNames(assetbundleName); for (int i = 0; i < allAssetNames.Count; i++) { var assetName = allAssetNames[i]; if (IsAssetLoaded(assetName)) { continue; } var assetPath = AssetBundleUtility.PackagePathToAssetsPath(assetName); var asset = curAssetbundle == null ? null : curAssetbundle.LoadAsset(assetPath); AddAssetCache(assetName, asset); #if UNITY_EDITOR // 说明:在Editor模拟时,Shader要重新指定 var go = asset as GameObject; if (go != null) { var renderers = go.GetComponentsInChildren(); for (int j = 0; j < renderers.Length; j++) { var mat = renderers[j].sharedMaterial; if (mat == null) { continue; } var shader = mat.shader; if (shader != null) { var shaderName = shader.name; mat.shader = Shader.Find(shaderName); } } } #endif } } public void ClearAssetsCache() { assetsCaching.Clear(); } public ResourceWebRequester GetAssetBundleAsyncCreater(string assetbundleName) { ResourceWebRequester creater = null; webRequesting.TryGetValue(assetbundleName, out creater); return creater; } protected int GetReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); return count; } protected int IncreaseReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); count++; assetbundleRefCount[assetbundleName] = count; return count; } protected int DecreaseReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); count--; assetbundleRefCount[assetbundleName] = count; return count; } protected bool CreateAssetBundleAsync(string assetbundleName) { if (IsAssetBundleLoaded(assetbundleName) || webRequesting.ContainsKey(assetbundleName)) { return false; } var creater = ResourceWebRequester.Get(); var url = AssetBundleUtility.GetAssetBundleFileUrl(assetbundleName); creater.Init(assetbundleName, url); webRequesting.Add(assetbundleName, creater); webRequesterQueue.Enqueue(creater); // 创建器持有的引用:创建器对每个ab来说是全局唯一的 IncreaseReferenceCount(assetbundleName); return true; } // 异步请求Assetbundle资源,AB是否缓存取决于是否设置为常驻包,Assets一律缓存,处理依赖 public BaseAssetBundleAsyncLoader LoadAssetBundleAsync(string assetbundleName) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { return new EditorAssetBundleAsyncLoader(assetbundleName); } #endif var loader = AssetBundleAsyncLoader.Get(); prosessingAssetBundleAsyncLoader.Add(loader); if (manifest != null) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName) { CreateAssetBundleAsync(dependance); // ab缓存对依赖持有的引用 IncreaseReferenceCount(dependance); } } loader.Init(assetbundleName, dependancies); } else { loader.Init(assetbundleName, null); } CreateAssetBundleAsync(assetbundleName); // 加载器持有的引用:同一个ab能同时存在多个加载器,等待ab创建器完成 IncreaseReferenceCount(assetbundleName); return loader; } // 从服务器下载网页内容,需提供完整url public ResourceWebRequester DownloadWebResourceAsync(string url) { var creater = ResourceWebRequester.Get(); creater.Init(url, url, true); webRequesting.Add(url, creater); webRequesterQueue.Enqueue(creater); return creater; } // 从资源服务器下载非Assetbundle资源 public ResourceWebRequester DownloadAssetFileAsync(string filePath) { if (string.IsNullOrEmpty(DownloadUrl)) { Debug.LogError("You should set download url first!!!"); return null; } var creater = ResourceWebRequester.Get(); var url = DownloadUrl + filePath; creater.Init(filePath, url, true); webRequesting.Add(filePath, creater); webRequesterQueue.Enqueue(creater); return creater; } // 从资源服务器下载Assetbundle资源,不缓存,无依赖 public ResourceWebRequester DownloadAssetBundleAsync(string filePath) { // 如果ResourceWebRequester升级到使用UnityWebRequester,那么下载AB和下载普通资源需要两个不同的DownLoadHandler // 兼容升级的可能性,这里也做一下区分 return DownloadAssetFileAsync(filePath); } // 本地异步请求非Assetbundle资源 public ResourceWebRequester RequestAssetFileAsync(string filePath, bool streamingAssetsOnly = true) { var creater = ResourceWebRequester.Get(); string url = null; if (streamingAssetsOnly) { url = AssetBundleUtility.GetStreamingAssetsFilePath(filePath); } else { url = AssetBundleUtility.GetAssetBundleFileUrl(filePath); } creater.Init(filePath, url, true); webRequesting.Add(filePath, creater); webRequesterQueue.Enqueue(creater); return creater; } // 本地异步请求Assetbundle资源,不缓存,无依赖 public ResourceWebRequester RequestAssetBundleAsync(string assetbundleName) { var creater = ResourceWebRequester.Get(); var url = AssetBundleUtility.GetAssetBundleFileUrl(assetbundleName); creater.Init(assetbundleName, url, true); webRequesting.Add(assetbundleName, creater); webRequesterQueue.Enqueue(creater); return creater; } public void UnloadAssetBundleDependencies(string assetbundleName) { if (manifest != null) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName) { UnloadAssetBundle(dependance); } } } } protected bool UnloadAssetBundle(string assetbundleName, bool unloadResident = false, bool unloadAllLoadedObjects = false) { int count = GetReferenceCount(assetbundleName); if (count <= 0) { return false; } count = DecreaseReferenceCount(assetbundleName); if (count > 0) { return false; } var assetbundle = GetAssetBundleCache(assetbundleName); var isResident = IsAssetBundleResident(assetbundleName); if (assetbundle != null) { if (!isResident || isResident && unloadResident) { assetbundle.Unload(unloadAllLoadedObjects); RemoveAssetBundleCache(assetbundleName); UnloadAssetBundleDependencies(assetbundleName); return true; } } return false; } public bool TryUnloadAssetBundle(string assetbundleName, bool unloadAllLoadedObjects = false) { int count = GetReferenceCount(assetbundleName); if (count > 0) { return false; } return UnloadAssetBundle(assetbundleName, true, unloadAllLoadedObjects); } public void UnloadUnusedAssetBundles(bool unloadResident = false, bool unloadAllLoadedObjects = false) { int unloadCount = 0; bool hasDoUnload = false; do { hasDoUnload = false; var iter = assetbundleRefCount.GetEnumerator(); while (iter.MoveNext()) { var assetbundleName = iter.Current.Key; var referenceCount = iter.Current.Value; if (referenceCount <= 0) { var result = UnloadAssetBundle(assetbundleName, unloadResident, unloadAllLoadedObjects); if (result) { unloadCount++; hasDoUnload = true; } } } } while (hasDoUnload); } public bool MapAssetPath(string assetPath, out string assetbundleName, out string assetName) { return assetsPathMapping.MapAssetPath(assetPath, out assetbundleName, out assetName); } public BaseAssetAsyncLoader LoadAssetAsync(string assetPath, System.Type assetType) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { string path = AssetBundleUtility.PackagePathToAssetsPath(assetPath); UnityEngine.Object target = AssetDatabase.LoadAssetAtPath(path, assetType); return new EditorAssetAsyncLoader(target); } #endif string assetbundleName = null; string assetName = null; bool status = MapAssetPath(assetPath, out assetbundleName, out assetName); if (!status) { Debug.LogError("No assetbundle at asset path :" + assetPath); return null; } var loader = AssetAsyncLoader.Get(); prosessingAssetAsyncLoader.Add(loader); if (IsAssetLoaded(assetName)) { loader.Init(assetName, GetAssetCache(assetName)); return loader; } else { var assetbundleLoader = LoadAssetBundleAsync(assetbundleName); loader.Init(assetName, assetbundleLoader); return loader; } } void Update() { OnProsessingWebRequester(); OnProsessingAssetBundleAsyncLoader(); OnProsessingAssetAsyncLoader(); } void OnProsessingWebRequester() { for (int i = prosessingWebRequester.Count - 1; i >= 0; i--) { var creater = prosessingWebRequester[i]; creater.Update(); if (creater.IsDone()) { prosessingWebRequester.RemoveAt(i); webRequesting.Remove(creater.assetbundleName); UnloadAssetBundle(creater.assetbundleName); if (creater.noCache) { return; } // 说明:有错误也缓存下来,只不过资源为空 // 1、避免再次错误加载 // 2、如果不存下来加载器将无法判断什么时候结束 AddAssetBundleCache(creater.assetbundleName, creater.assetbundle); creater.Dispose(); } } int slotCount = prosessingWebRequester.Count; while (slotCount 0) { var creater = webRequesterQueue.Dequeue(); creater.Start(); prosessingWebRequester.Add(creater); slotCount++; } } void OnProsessingAssetBundleAsyncLoader() { for (int i = prosessingAssetBundleAsyncLoader.Count - 1; i >= 0; i--) { var loader = prosessingAssetBundleAsyncLoader[i]; loader.Update(); if (loader.IsDone()) { UnloadAssetBundle(loader.assetbundleName); prosessingAssetBundleAsyncLoader.RemoveAt(i); } } } void OnProsessingAssetAsyncLoader() { for (int i = prosessingAssetAsyncLoader.Count - 1; i >= 0; i--) { var loader = prosessingAssetAsyncLoader[i]; loader.Update(); if (loader.IsDone()) { prosessingAssetAsyncLoader.RemoveAt(i); } } } #if UNITY_EDITOR [BlackList] public HashSet GetAssetbundleResident() { return assetbundleResident; } [BlackList] public ICollection GetAssetbundleCaching() { return assetbundlesCaching.Keys; } [BlackList] public Dictionary GetWebRequesting() { return webRequesting; } [BlackList] public Queue GetWebRequestQueue() { return webRequesterQueue; } [BlackList] public List GetProsessingWebRequester() { return prosessingWebRequester; } [BlackList] public List GetProsessingAssetBundleAsyncLoader() { return prosessingAssetBundleAsyncLoader; } [BlackList] public List GetProsessingAssetAsyncLoader() { return prosessingAssetAsyncLoader; } [BlackList] public string GetAssetBundleName(string assetName) { return assetsPathMapping.GetAssetBundleName(assetName); } [BlackList] public int GetAssetCachingCount() { return assetsCaching.Count; } [BlackList] public Dictionary<string, List> GetAssetCaching() { var assetbundleDic = new Dictionary<string, List>(); List assetNameList = null; var iter = assetsCaching.GetEnumerator(); while (iter.MoveNext()) { var assetName = iter.Current.Key; var assetbundleName = assetsPathMapping.GetAssetBundleName(assetName); assetbundleDic.TryGetValue(assetbundleName, out assetNameList); if (assetNameList == null) { assetNameList = new List(); } assetNameList.Add(assetName); assetbundleDic[assetbundleName] = assetNameList; } return assetbundleDic; } [BlackList] public int GetAssetbundleRefrenceCount(string assetbundleName) { return GetReferenceCount(assetbundleName); } [BlackList] public int GetAssetbundleDependenciesCount(string assetbundleName) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); int count = 0; for (int i = 0; i < dependancies.Length; i++) { var cur = dependancies[i]; if (!string.IsNullOrEmpty(cur) && cur != assetbundleName) { count++; } } return count; } [BlackList] public List GetAssetBundleRefrences(string assetbundleName) { List refrences = new List(); var cachingIter = assetbundlesCaching.GetEnumerator(); while (cachingIter.MoveNext()) { var curAssetbundleName = cachingIter.Current.Key; if (curAssetbundleName == assetbundleName) { continue; } string[] dependancies = manifest.GetAllDependencies(curAssetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (dependance == assetbundleName) { refrences.Add(curAssetbundleName); } } } var requestingIter = webRequesting.GetEnumerator(); while (requestingIter.MoveNext()) { var curAssetbundleName = requestingIter.Current.Key; if (curAssetbundleName == assetbundleName) { continue; } string[] dependancies = manifest.GetAllDependencies(curAssetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (dependance == assetbundleName) { refrences.Add(curAssetbundleName); } } } return refrences; } [BlackList] public List GetWebRequesterRefrences(string assetbundleName) { List refrences = new List(); var iter = webRequesting.GetEnumerator(); while (iter.MoveNext()) { var curAssetbundleName = iter.Current.Key; var webRequster = iter.Current.Value; if (curAssetbundleName == assetbundleName) { refrences.Add(webRequster.Sequence.ToString()); continue; } } return refrences; } [BlackList] public List GetAssetBundleLoaderRefrences(string assetbundleName) { List refrences = new List(); var iter = prosessingAssetBundleAsyncLoader.GetEnumerator(); while (iter.MoveNext()) { var curAssetbundleName = iter.Current.assetbundleName; var curLoader = iter.Current; if (curAssetbundleName == assetbundleName) { refrences.Add(curLoader.Sequence.ToString()); } } return refrences; } #endif } }
Lua GC
Lua有自己的垃圾回收系统,简称GC。我们不需要自己编写GC,但是要设定好什么条件下启动GC,一般来说,可以隔100帧启动一次。
代码:
if(Time.frameCount % 100 == 0){
this.luaEnv.Tick();
}
AssetBundle菜单工具
定义菜单宏
const string kSimulateMode = "AssetBundles/Switch Model/Simulate Mode"; const string kEditorMode = "AssetBundles/Switch Model/Editor Mode"; const string kToolRunAllCheckers = "AssetBundles/Run All Checkers"; const string kToolBuildForCurrentSetting = "AssetBundles/Build For Current Setting"; const string kToolsCopyAssetbundles = "AssetBundles/Copy To StreamingAssets"; const string kToolsOpenOutput = "AssetBundles/Open Current Output"; const string kToolsOpenPerisitentData = "AssetBundles/Open PersistentData"; const string kToolsClearOutput = "AssetBundles/Clear Current Output"; const string kToolsClearStreamingAssets = "AssetBundles/Clear StreamingAssets"; const string kToolsClearPersistentAssets = "AssetBundles/Clear PersistentData"; const string kCreateAssetbundleForCurrent = "Assets/AssetBundles/Create Assetbundle For Current &#z"; const string kCreateAssetbundleForChildren = "Assets/AssetBundles/Create Assetbundle For Children &#x"; const string kAssetDependencis = "Assets/AssetBundles/Asset Dependencis &#h"; const string kAssetbundleAllDependencis = "Assets/AssetBundles/Assetbundle All Dependencis &#j"; const string kAssetbundleDirectDependencis = "Assets/AssetBundles/Assetbundle Direct Dependencis &#k";
复制lua文件
.lua文件没有办法被Xlua打成ab包,因此我们要把这些文件加上.bytes结尾,这样能打成二进制包,并且复制到对应的路径下
using UnityEngine;
using UnityEditor;
using System.IO;
using Debug = UnityEngine.Debug;
using AssetBundles;
[InitializeOnLoad]
public static class XLuaMenu
{
[MenuItem("AssetBundles/Copy Lua Files To AssetsPackage", false, 51)]
public static void CopyLuaFilesToAssetsPackage()
{
// Application.dataPath ---> Assets所在目录 + AssetsPackage
string destination = Path.Combine(Application.dataPath, AssetBundleConfig.AssetsFolderName);
// string destination = Path.Combine(Application.dataPath, "AssetsPackage");
// Assets/AssetsPackage/Lua
destination = Path.Combine(destination, xLuaMgr.luaAssetbundleAssetName);
Debug.Log(destination);
// Assets/LuaScripts/
string source = Path.Combine(Application.dataPath, xLuaMgr.luaScriptsFolder);
GameUtility.SafeDeleteDir(destination); // 删除目标路径下所有得文件
FileUtil.CopyFileOrDirectoryFollowSymlinks(source, destination); //
// 将不是.lua 文件名字的文件,全部都获取出来;
var notLuaFiles = GameUtility.GetSpecifyFilesInFolder(destination, new string[] { ".lua" }, true);
if (notLuaFiles != null && notLuaFiles.Length > 0)
{
for (int i = 0; i < notLuaFiles.Length; i++)
{
GameUtility.SafeDeleteFile(notLuaFiles[i]); // .meta
}
}
// 找出所有的.lua文件;
var luaFiles = GameUtility.GetSpecifyFilesInFolder(destination, new string[] { ".lua" }, false);
if (luaFiles != null && luaFiles.Length > 0)
{
// 重新命名文件,加上一个.bytes的后缀; .lua.bytes
for (int i = 0; i < luaFiles.Length; i++)
{
GameUtility.SafeRenameFile(luaFiles[i], luaFiles[i] + ".bytes");
}
}
AssetDatabase.Refresh();
Debug.Log("Copy lua files over");
}
}
切换代码启动模式
分为两种模式:
- 编辑器模式,直接从代码lua脚本读取
- 模拟模式,从打包的AssetBundle读取资源
- 发布模式,从打包的AssetBundle读取资源
// 点击编辑器模式按钮
[MenuItem(kEditorMode, false)]
public static void ToggleEditorMode()
{
if (AssetBundleConfig.IsSimulateMode)
{
AssetBundleConfig.IsEditorMode = true; // set里面,保存到EditorPrefs里面;
LaunchAssetBundleServer.CheckAndDoRunning();
}
}
// 如果是true, 就会打一个勾;
[MenuItem(kEditorMode, true)]
public static bool ToggleEditorModeValidate()
{
Menu.SetChecked(kEditorMode, AssetBundleConfig.IsEditorMode);
return true;
}
// 点击模拟模式按钮
[MenuItem(kSimulateMode)]
public static void ToggleSimulateMode()
{
if (AssetBundleConfig.IsEditorMode)
{
AssetBundleConfig.IsSimulateMode = true;
CheckSimulateModelEnv();
LaunchAssetBundleServer.CheckAndDoRunning();
}
}
[MenuItem(kSimulateMode, true)]
public static bool ToggleSimulateModeValidate()
{
Menu.SetChecked(kSimulateMode, AssetBundleConfig.IsSimulateMode);
return true;
}
在配置文件AssetBundleConfig中
using UnityEngine; #if UNITY_EDITOR using UnityEditor; using System.IO; #endif ////// added by wsh @ 2017.12.25 /// 注意: /// 1、所有ab路径中目录、文件名不能以下划线打头,否则出包时StreamingAssets中的资源不能打到真机上,很坑爹 /// namespace AssetBundles { public class AssetBundleConfig { public const string localSvrAppPath = "Editor/AssetBundle/LocalServer/AssetBundleServer.exe"; public const string AssetBundlesFolderName = "AssetBundles"; public const string AssetBundleSuffix = ".assetbundle"; public const string AssetsFolderName = "AssetsPackage"; public const string ChannelFolderName = "Channel"; public const string AssetsPathMapFileName = "AssetsMap.bytes"; public const string VariantsMapFileName = "VariantsMap.bytes"; public const string AssetBundleServerUrlFileName = "AssetBundleServerUrl.txt"; public const string VariantMapParttren = "Variant"; public const string CommonMapPattren = ","; #if UNITY_EDITOR public static string AssetBundlesBuildOutputPath { get { string outputPath = Path.Combine(System.Environment.CurrentDirectory, AssetBundlesFolderName); GameUtility.CheckDirAndCreateWhenNeeded(outputPath); return outputPath; } } public static string LocalSvrAppPath { get { return Path.Combine(Application.dataPath, localSvrAppPath); } } public static string LocalSvrAppWorkPath { get { return AssetBundlesBuildOutputPath; } } private static int mIsEditorMode = -1; private const string kIsEditorMode = "IsEditorMode"; private static int mIsSimulateMode = -1; private const string kIsSimulateMode = "IsSimulateMode"; public static bool IsEditorMode { get { if (mIsEditorMode == -1) { if (!EditorPrefs.HasKey(kIsEditorMode)) { EditorPrefs.SetBool(kIsEditorMode, false); } mIsEditorMode = EditorPrefs.GetBool(kIsEditorMode, true) ? 1 : 0; } return mIsEditorMode != 0; } set { int newValue = value ? 1 : 0; if (newValue != mIsEditorMode) { mIsEditorMode = newValue; EditorPrefs.SetBool(kIsEditorMode, value); if (value) { IsSimulateMode = false; } } } } public static bool IsSimulateMode { get { if (mIsSimulateMode == -1) { if (!EditorPrefs.HasKey(kIsSimulateMode)) { EditorPrefs.SetBool(kIsSimulateMode, true); } mIsSimulateMode = EditorPrefs.GetBool(kIsSimulateMode, true) ? 1 : 0; } return mIsSimulateMode != 0; } set { int newValue = value ? 1 : 0; if (newValue != mIsSimulateMode) { mIsSimulateMode = newValue; EditorPrefs.SetBool(kIsSimulateMode, value); if (value) { IsEditorMode = false; } } } } #endif } }
渠道和版本管理、打包工具
渠道配置文件:
// 目前就设置了Test渠道
namespace GameChannel
{
public enum ChannelType
{
Test,
}
}
打包设置:
public class PackageTool : EditorWindow
{
static private BuildTarget buildTarget = EditorUserBuildSettings.activeBuildTarget;
static private ChannelType channelType = ChannelType.Test;
static private string resVersion = "1.0.0";
static PackageTool()
{
// EditorPrefs--->ChannelName--->"字符串"--->解析出来时哪种渠道枚举,如果没有就用Test;
channelType = PackageUtils.GetCurSelectedChannel();
}
//打包工具,显示OnGUI中的界面
// Tools/Package;
[MenuItem("Tools/Package", false, 0)]
static void Init() {
EditorWindow.GetWindow(typeof(PackageTool));
}
void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.Space(10);
// 目标平台;
buildTarget = (BuildTarget)EditorGUILayout.EnumPopup("Build Target : ", buildTarget);
GUILayout.Space(5);
// 渠道;
channelType = (ChannelType)EditorGUILayout.EnumPopup("Build Channel : ", channelType);
GUILayout.EndVertical();
if (GUI.changed)
{
// 如果渠道修改了,我就保存这个渠道;
PackageUtils.SaveCurSelectedChannel(channelType);
}
DrawConfigGUI();
DrawAssetBundlesGUI();
DrawXLuaGUI();
DrawBuildPlayerGUI();
}
}
PackageUtils.GetCurSelectedChannel:
public static ChannelType GetCurSelectedChannel()
{
ChannelType channelType = ChannelType.Test;
string channelName = EditorPrefs.GetString("ChannelName");
if (Enum.IsDefined(typeof(ChannelType), channelName))
{
channelType = (ChannelType)Enum.Parse(typeof(ChannelType), channelName);
}
else
{
EditorPrefs.SetString("ChannelName", ChannelType.Test.ToString());
}
return channelType;
}
打包的时候拥有app版本和资源版本,两者可能不同。保存为app_version.bytes,res_version.bytes文件
AssetBundle打包操作
流程
打包预备:所有生成出来的lua脚本都以.lua.bytes结尾的文件形式存放在AssetsPackage/lua中,其他资源也存放在AssetsPackage的子文件夹中,例如AssetsPackage/Sound。AssetsPackage的子文件夹在未选择打包的时候,其Inspector中会存在Create AssetBundle Dispatcher按钮(由代码决定),点击之后可以选择四种打包模式。选择的打包模式绘制在Editor/Database/AssetsPackage中生成对应的.asset配置文件,用于打包,点击自定义菜单AssetBundles/Build For Current Settings进行打包,这时候在AssetsPackage目录下将生成AssetsMap和VariantMap文件。
Unity ScriptableObject
一个C#对象继承自ScriptableObject,则会将对应的数据写入.asset文件中
这个脚本定义了基本的数据结构
using UnityEngine;
using System.Collections.Generic;
namespace AssetBundles
{
public class AssetBundleDispatcherConfig : ScriptableObject
{
public string PackagePath = string.Empty;
public AssetBundleDispatcherFilterType Type = AssetBundleDispatcherFilterType.Root;
public List CheckerFilters = new List();
// 序列化用的,AssetBundleCheckerFilter的字段拆成两个数组
[SerializeField]
string[] RelativePaths = null;
[SerializeField]
string[] ObjectFilters = null;
public AssetBundleDispatcherConfig()
{
Load();
}
public void Load()
{
CheckerFilters.Clear();
if (RelativePaths != null && RelativePaths.Length > 0)
{
for (int i = 0; i < RelativePaths.Length; i++)
{
CheckerFilters.Add(new AssetBundleCheckerFilter(RelativePaths[i], ObjectFilters[i]));
}
}
}
public void Apply()
{
if (CheckerFilters.Count <= 0)
{
RelativePaths = null;
ObjectFilters = null;
return;
}
RelativePaths = new string[CheckerFilters.Count];
ObjectFilters = new string[CheckerFilters.Count];
for (int i = 0; i < CheckerFilters.Count; i++)
{
RelativePaths[i] = CheckerFilters[i].RelativePath;
ObjectFilters[i] = CheckerFilters[i].ObjectFilter;
}
}
}
}
这个脚本负责对应的点击GUI的操作:
注意这里应用了编辑器扩展,给特定文件夹的Inspector下添加了按钮:
每次属性检查器刷新的时候会调用OnInspectorGUI
每次点击文件夹的时候这个脚本会调用OnEnable
using UnityEngine; using UnityEditor; using System.IO; using System.Collections.Generic; ////// added by wsh @ 2018.01.06 /// 说明:Assetbundle分发器Inspector,为其提供可视化的编辑界面 /// TODO: /// 1、还未完成,目前只是做了基本的配置功能 /// namespace AssetBundles { [CustomEditor(typeof(DefaultAsset), true)] public class AssetBundleDispatcherInspector : Editor { AssetBundleDispatcherConfig dispatcherConfig = null; string packagePath = null; string targetAssetPath = null; string databaseAssetPath = null; static Dictionary inspectorSate = new Dictionary(); AssetBundleDispatcherFilterType filterType = AssetBundleDispatcherFilterType.Root; bool configChanged = false; void OnEnable() { Initialize(); } // 每次选中这个文件夹的时候,我们会调用Initialize; void Initialize() { configChanged = false; filterType = AssetBundleDispatcherFilterType.Root; // 默认的打包方式; targetAssetPath = AssetDatabase.GetAssetPath(target); // 获取我们选的当前的路径; if (!AssetBundleUtility.IsPackagePath(targetAssetPath)) // 这个路径是否在AssetsPackages路径下; { return; } // Assets/AssetsPackage/Lua ---> pakcage path Lua packagePath = AssetBundleUtility.AssetsPathToPackagePath(targetAssetPath); // packagePath // 文件对应的数据库目录下 xxx.asset文件; databaseAssetPath = AssetBundleInspectorUtils.AssetPathToDatabasePath(targetAssetPath); // 加载数据库文件 例如: Lua.asset dispatcherConfig = AssetDatabase.LoadAssetAtPath(databaseAssetPath); if (dispatcherConfig != null) // 如果有,就不为null, 之前已经创建,吧数据加载进来; { dispatcherConfig.Load(); filterType = dispatcherConfig.Type; } } // 如果读不到数据库文件配置,那么这个时候,走这里绘制一个创建按钮; void DrawCreateAssetBundleDispatcher() { if (GUILayout.Button("Create AssetBundle Dispatcher")) { // 创建数据库文件路径; var dir = Path.GetDirectoryName(databaseAssetPath); GameUtility.CheckDirAndCreateWhenNeeded(dir); // 是否存在,如果不存在,就创建一个; // 创建一个ScriptableObject 对象; --->构造函数;, 初始化数据; // 所以你创建完以后,默认的初始值, 对象里面初始值决定的; var instance = CreateInstance(); AssetDatabase.CreateAsset(instance, databaseAssetPath); // 将这个对象实例--->创建到.asset文件里面; AssetDatabase.Refresh(); // 重新同步一下到当前的对象里面; Initialize(); // 调用Repaint时候----》 引发 OnInspectorGUI Repaint(); } } void DrawFilterItem(AssetBundleCheckerFilter checkerFilter) { GUILayout.BeginVertical(); var relativePath = GUILayoutUtils.DrawInputField("RelativePath:", checkerFilter.RelativePath, 300f, 80f); var objectFilter = GUILayoutUtils.DrawInputField("ObjectFilter:", checkerFilter.ObjectFilter, 300f, 80f); if (relativePath != checkerFilter.RelativePath) { configChanged = true; checkerFilter.RelativePath = relativePath; } if (objectFilter != checkerFilter.ObjectFilter) { configChanged = true; checkerFilter.ObjectFilter = objectFilter; } GUILayout.EndVertical(); } void DrawFilterTypesList(List checkerFilters) { GUILayout.BeginVertical(EditorStyles.textField); GUILayout.Space(3); EditorGUILayout.Separator(); for (int i = 0; i < checkerFilters.Count; i++) { var curFilter = checkerFilters[i]; var relativePath = string.IsNullOrEmpty(curFilter.RelativePath) ? "root" : curFilter.RelativePath; var objectFilter = string.IsNullOrEmpty(curFilter.ObjectFilter) ? "all" : curFilter.ObjectFilter; var filterType = relativePath + ": "; var stateKey = "CheckerFilters" + i.ToString(); if (GUILayoutUtils.DrawRemovableSubHeader(1, filterType, inspectorSate, stateKey, () => { configChanged = true; checkerFilters.RemoveAt(i); i--; })) { DrawFilterItem(curFilter); } EditorGUILayout.Separator(); } if (GUILayout.Button("Add")) { configChanged = true; checkerFilters.Add(new AssetBundleCheckerFilter("", "t:prefab")); } EditorGUILayout.Separator(); GUILayout.Space(3); GUILayout.EndVertical(); } void DrawAssetDispatcherConfig() { GUILayoutUtils.BeginContents(false); GUILayoutUtils.DrawProperty("Path:", AssetBundleUtility.AssetsPathToPackagePath(targetAssetPath), 300f, 80f); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("FilterType:", GUILayout.MaxWidth(80f)); // 打包的模式 var selectType = (AssetBundleDispatcherFilterType)EditorGUILayout.EnumPopup(filterType); if (selectType != filterType) { filterType = selectType; configChanged = true; } EditorGUILayout.EndHorizontal(); EditorGUILayout.Separator(); var filtersCount = dispatcherConfig.CheckerFilters.Count; if (GUILayoutUtils.DrawSubHeader(0, "CheckerFilters:", inspectorSate, "CheckerFilters", filtersCount.ToString())) { DrawFilterTypesList(dispatcherConfig.CheckerFilters); } Color color = GUI.color; if (configChanged) { GUI.color = color * new Color(1, 1, 0.5f); } EditorGUILayout.Separator(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Apply")) // 同步到数据库; { Apply(); } GUI.color = new Color(1, 0.5f, 0.5f); if (GUILayout.Button("Remove")) // 删除数据库文件; { Remove(); } GUI.color = color; GUILayout.EndHorizontal(); EditorGUILayout.Separator(); GUILayoutUtils.EndContents(false); } void Apply() { dispatcherConfig.PackagePath = packagePath; dispatcherConfig.Type = filterType; dispatcherConfig.Apply(); EditorUtility.SetDirty(dispatcherConfig); AssetDatabase.SaveAssets(); // 刷新编辑器; Initialize(); Repaint(); configChanged = false; } void Remove() { bool checkRemove = EditorUtility.DisplayDialog("Remove Warning", "Sure to remove the AssetBundle dispatcher ?", "Confirm", "Cancel"); if (!checkRemove) { return; } // 删除数据库文件;databaseAssetPath GameUtility.SafeDeleteFile(databaseAssetPath); AssetDatabase.Refresh(); // Initialize(); Repaint(); // 调用一下OnIntxxGUI() ---> create 按钮 configChanged = false; } void DrawAssetBundleDispatcherInspector() { // 创建一个Layout面板出来; if (GUILayoutUtils.DrawHeader("AssetBundle Dispatcher : ", inspectorSate, "DispatcherConfig", true, false)) { DrawAssetDispatcherConfig(); } } public override void OnInspectorGUI() { base.OnInspectorGUI(); // 检查一下,这个路径,是否为AssetsPackage if (!AssetBundleInspectorUtils.CheckMaybeAssetBundleAsset(targetAssetPath)) { // 其它文件夹下路径, return; return; } GUI.enabled = true; if (dispatcherConfig == null) // 数据库配置为null; { DrawCreateAssetBundleDispatcher(); // 创建按钮, 视图 } else // 绘制编辑按钮; { DrawAssetBundleDispatcherInspector(); // 编辑配置模式的一个视图 } } void OnDisable() { if (configChanged) { bool checkApply = EditorUtility.DisplayDialog("Modify Warning", "You have modified the AssetBundle dispatcher setting, Apply it ?", "Confirm", "Cancel"); if (checkApply) { Apply(); } } dispatcherConfig = null; inspectorSate.Clear(); } } }
对应的数据库创建完成后,可以点击RunAllCheck来检查
正式打包
[MenuItem(kToolBuildForCurrentSetting, false, 1100)]
static public void ToolBuildForCurrentSetting()
{
var buildTargetName = PackageUtils.GetCurPlatformName();
var channelName = PackageUtils.GetCurSelectedChannel().ToString();
bool checkCopy = EditorUtility.DisplayDialog("Build AssetBundles Warning",
string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
"Confirm", "Cancel");
if (!checkCopy)
{
return;
}
PackageTool.BuildAssetBundlesForCurrentChannel();
}
PackageTool
public static void BuildAssetBundlesForCurrentChannel()
{
var start = DateTime.Now;
BuildPlayer.BuildAssetBundles(buildTarget, channelType.ToString());
var buildTargetName = PackageUtils.GetPlatformName(buildTarget);
EditorUtility.DisplayDialog("Success", string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\ndone! use {2}s", buildTargetName, channelType, (DateTime.Now - start).TotalSeconds), "Confirm");
}
BuildPlayer
public static void BuildAssetBundles(BuildTarget buildTarget, string channelName)
{
var start = DateTime.Now;
CheckAssetBundles.Run();
Debug.Log("Finished CheckAssetBundles.Run! use " + (DateTime.Now - start).TotalSeconds + "s");
start = DateTime.Now;
CheckAssetBundles.SwitchChannel(channelName.ToString());
Debug.Log("Finished CheckAssetBundles.SwitchChannel! use " + (DateTime.Now - start).TotalSeconds + "s");
start = DateTime.Now;
InnerBuildAssetBundles(buildTarget, channelName, true);
Debug.Log("Finished InnerBuildAssetBundles! use " + (DateTime.Now - start).TotalSeconds + "s");
var targetName = PackageUtils.GetPlatformName(buildTarget);
Debug.Log(string.Format("Build assetbundles for platform : {0} and channel : {1} done!", targetName, channelName));
}
private static void InnerBuildAssetBundles(BuildTarget buildTarget, string channelName, bool writeConfig)
{
BuildAssetBundleOptions buildOption = BuildAssetBundleOptions.IgnoreTypeTreeChanges | BuildAssetBundleOptions.DeterministicAssetBundle;
var outputPath = PackageUtils.GetBuildPlatformOutputPath(buildTarget, channelName);
// 正式打包
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(outputPath, buildOption, buildTarget);
if (manifest != null && writeConfig)
{
// 生成信息文件
AssetsPathMappingEditor.BuildPathMapping(manifest);
VariantMappingEditor.BuildVariantMapping(manifest);
// 把这两个文件也打包进去
BuildPipeline.BuildAssetBundles(outputPath, buildOption, buildTarget);
}
// 写包的名字和大小
WritePackageNameFile(buildTarget, channelName);
WriteAssetBundleSize(buildTarget, channelName);
AssetDatabase.Refresh();
}
资源加载
我们需要编写一个AssetBundleManager脚本作为单例,在一开始就加载进来。
using UnityEngine; using System.Collections; using System.Collections.Generic; using XLua; using System; #if UNITY_EDITOR using UnityEditor; #endif ////// added by wsh @ 2017-12-21 /// 功能:assetbundle管理类,为外部提供统一的资源加载界面、协调Assetbundle各个子系统的运行 /// 注意: /// 1、抛弃Resources目录的使用,官方建议:https://unity3d.com/cn/learn/tutorials/temas/best-practices/resources-folder?playlist=30089 /// 2、提供Editor和Simulate模式,前者不适用Assetbundle,直接加载资源,快速开发;后者使用Assetbundle,用本地服务器模拟资源更新 /// 3、场景不进行打包,场景资源打包为预设 /// 4、只提供异步接口,所有加载按异步进行 /// 5、采用LZMA压缩方式,性能瓶颈在Assetbundle加载上,ab加载异步,asset加载同步,ab加载后导出全部asset并卸载ab /// 6、所有公共ab包(被多个ab包依赖)常驻内存,非公共包加载asset以后立刻卸载,被依赖的公共ab包会随着资源预加载自动加载并常驻内存 /// 7、随意卸载公共ab包可能导致内存资源重复,最好在切换场景时再手动清理不需要的公共ab包 /// 8、常驻包(公共ab包)引用计数不为0时手动清理无效,正在等待加载的所有ab包不能强行终止---一旦发起创建就一定要等操作结束,异步过程进行中清理无效 /// 9、切换场景时最好预加载所有可能使用到的资源,所有加载器用完以后记得Dispose回收,清理GC时注意先释放所有Asset缓存 /// 10、逻辑层所有Asset路径带文件类型后缀,且是AssetBundleConfig.ResourcesFolderName下的相对路径,注意:路径区分大小写 /// TODO: /// 1、区分场景常驻包和全局公共包,切换场景时自动卸载场景公共包 /// 使用说明: /// 1、由Asset路径获取AssetName、AssetBundleName:ParseAssetPathToNames /// 2、设置常驻(公共)ab包:SetAssetBundleResident(assebundleName, true)---公共ab包已经自动设置常驻 /// 2、(预)加载资源:var loader = LoadAssetBundleAsync(assetbundleName),协程等待加载完毕后Dispose:loader.Dispose() /// 3、加载Asset资源:var loader = LoadAssetAsync(assetPath, TextAsset),协程等待加载完毕后Dispose:loader.Dispose() /// 4、离开场景清理所有Asset缓存:ClearAssetsCache(),UnloadUnusedAssetBundles(), Resources.UnloadUnusedAssets() /// 5、离开场景清理必要的(公共)ab包:TryUnloadAssetBundle(),注意:这里只是尝试卸载,所有引用计数不为0的包(还正在加载)不会被清理 /// namespace AssetBundles { [Hotfix] [LuaCallCSharp] public class AssetBundleManager : UnitySingleton { // 最大同时进行的ab创建数量 const int MAX_ASSETBUNDLE_CREATE_NUM = 5; // manifest:提供依赖关系查找以及hash值比对 Manifest manifest = null; // 资源路径相关的映射表 AssetsPathMapping assetsPathMapping = null; // 常驻ab包:需要手动添加公共ab包进来,常驻包不会自动卸载(即使引用计数为0),引用计数为0时可以手动卸载 HashSet assetbundleResident = new HashSet(); // ab缓存包:所有目前已经加载的ab包,包括临时ab包与公共ab包 Dictionary assetbundlesCaching = new Dictionary(); // ab缓存包引用计数:卸载ab包时只有引用计数为0时才会真正执行卸载 Dictionary assetbundleRefCount = new Dictionary(); // asset缓存:给非公共ab包的asset提供逻辑层的复用 Dictionary assetsCaching = new Dictionary(); // 加载数据请求:正在prosessing或者等待prosessing的资源请求 Dictionary webRequesting = new Dictionary(); // 等待处理的资源请求 Queue webRequesterQueue = new Queue(); // 正在处理的资源请求 List prosessingWebRequester = new List(); // 逻辑层正在等待的ab加载异步句柄 List prosessingAssetBundleAsyncLoader = new List(); // 逻辑层正在等待的asset加载异步句柄 List prosessingAssetAsyncLoader = new List(); public static string ManifestBundleName { get; set; } #if UNITY_EDITOR || CLIENT_DEBUG #if !CLIENT_DEBUG [BlackList] #endif // Hotfix测试---用于侧测试资源模块的热修复 public void TestHotfix() { Debug.Log("********** AssetBundleManager : Call TestHotfix in cs..."); } #endif public IEnumerator Initialize() { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { yield break; } #endif manifest = new Manifest(); assetsPathMapping = new AssetsPathMapping(); // 说明:同时请求资源可以提高加载速度 var manifestRequest = RequestAssetBundleAsync(manifest.AssetbundleName); var pathMapRequest = RequestAssetBundleAsync(assetsPathMapping.AssetbundleName); yield return manifestRequest; var assetbundle = manifestRequest.assetbundle; manifest.LoadFromAssetbundle(assetbundle); assetbundle.Unload(false); manifestRequest.Dispose(); yield return pathMapRequest; assetbundle = pathMapRequest.assetbundle; var mapContent = assetbundle.LoadAsset(assetsPathMapping.AssetName); if (mapContent != null) { assetsPathMapping.Initialize(mapContent.text); } assetbundle.Unload(true); pathMapRequest.Dispose(); // 设置所有公共包为常驻包 var start = DateTime.Now; var allAssetbundleNames = manifest.GetAllAssetBundleNames(); foreach (var curAssetbundleName in allAssetbundleNames) { if (string.IsNullOrEmpty(curAssetbundleName)) { continue; } int count = 0; foreach (var checkAssetbundle in allAssetbundleNames) { if (checkAssetbundle == curAssetbundleName || string.IsNullOrEmpty(checkAssetbundle)) { continue; } var allDependencies = manifest.GetAllDependencies(checkAssetbundle); if (Array.IndexOf(allDependencies, curAssetbundleName) >= 0) { count++; if (count >= 2) { break; } } } if (count >= 2) { SetAssetBundleResident(curAssetbundleName, true); } } Debug.Log(string.Format("AssetBundleResident Initialize use {0}ms", (DateTime.Now - start).Milliseconds)); yield break; } public IEnumerator Cleanup() { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { yield break; } #endif // 等待所有请求完成 // 要是不等待Unity很多版本都有各种Bug yield return new WaitUntil(() => { return prosessingWebRequester.Count == 0; }); yield return new WaitUntil(() => { return prosessingAssetBundleAsyncLoader.Count == 0; }); yield return new WaitUntil(() => { return prosessingAssetAsyncLoader.Count == 0; }); ClearAssetsCache(); foreach (var assetbunle in assetbundlesCaching.Values) { if (assetbunle != null) { assetbunle.Unload(false); } } assetbundlesCaching.Clear(); assetbundleRefCount.Clear(); assetbundleResident.Clear(); yield break; } public Manifest curManifest { get { return manifest; } } public string DownloadUrl { get { // return Setting.SERVER_RESOURCE_ADDR; return null; } } public void SetAssetBundleResident(string assetbundleName, bool resident) { Debug.Log("SetAssetBundleResident : " + assetbundleName + ", " + resident.ToString()); bool exist = assetbundleResident.Contains(assetbundleName); if (resident && !exist) { assetbundleResident.Add(assetbundleName); } else if(!resident && exist) { assetbundleResident.Remove(assetbundleName); } } public bool IsAssetBundleResident(string assebundleName) { return assetbundleResident.Contains(assebundleName); } public bool IsAssetBundleLoaded(string assetbundleName) { return assetbundlesCaching.ContainsKey(assetbundleName); } public AssetBundle GetAssetBundleCache(string assetbundleName) { AssetBundle target = null; assetbundlesCaching.TryGetValue(assetbundleName, out target); return target; } protected void RemoveAssetBundleCache(string assetbundleName) { assetbundlesCaching.Remove(assetbundleName); } protected void AddAssetBundleCache(string assetbundleName, AssetBundle assetbundle) { assetbundlesCaching[assetbundleName] = assetbundle; } public bool IsAssetLoaded(string assetName) { return assetsCaching.ContainsKey(assetName); } public UnityEngine.Object GetAssetCache(string assetName) { UnityEngine.Object target = null; assetsCaching.TryGetValue(assetName, out target); return target; } public void AddAssetCache(string assetName, UnityEngine.Object asset) { assetsCaching[assetName] = asset; } public void AddAssetbundleAssetsCache(string assetbundleName) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { return; } #endif if (!IsAssetBundleLoaded(assetbundleName)) { Debug.LogError("Try to add assets cache from unloaded assetbundle : " + assetbundleName); return; } var curAssetbundle = GetAssetBundleCache(assetbundleName); var allAssetNames = assetsPathMapping.GetAllAssetNames(assetbundleName); for (int i = 0; i < allAssetNames.Count; i++) { var assetName = allAssetNames[i]; if (IsAssetLoaded(assetName)) { continue; } var assetPath = AssetBundleUtility.PackagePathToAssetsPath(assetName); var asset = curAssetbundle == null ? null : curAssetbundle.LoadAsset(assetPath); AddAssetCache(assetName, asset); #if UNITY_EDITOR // 说明:在Editor模拟时,Shader要重新指定 var go = asset as GameObject; if (go != null) { var renderers = go.GetComponentsInChildren(); for (int j = 0; j < renderers.Length; j++) { var mat = renderers[j].sharedMaterial; if (mat == null) { continue; } var shader = mat.shader; if (shader != null) { var shaderName = shader.name; mat.shader = Shader.Find(shaderName); } } } #endif } } public void ClearAssetsCache() { assetsCaching.Clear(); } public ResourceWebRequester GetAssetBundleAsyncCreater(string assetbundleName) { ResourceWebRequester creater = null; webRequesting.TryGetValue(assetbundleName, out creater); return creater; } protected int GetReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); return count; } protected int IncreaseReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); count++; assetbundleRefCount[assetbundleName] = count; return count; } protected int DecreaseReferenceCount(string assetbundleName) { int count = 0; assetbundleRefCount.TryGetValue(assetbundleName, out count); count--; assetbundleRefCount[assetbundleName] = count; return count; } protected bool CreateAssetBundleAsync(string assetbundleName) { if (IsAssetBundleLoaded(assetbundleName) || webRequesting.ContainsKey(assetbundleName)) { return false; } var creater = ResourceWebRequester.Get(); var url = AssetBundleUtility.GetAssetBundleFileUrl(assetbundleName); creater.Init(assetbundleName, url); webRequesting.Add(assetbundleName, creater); webRequesterQueue.Enqueue(creater); // 创建器持有的引用:创建器对每个ab来说是全局唯一的 IncreaseReferenceCount(assetbundleName); return true; } // 异步请求Assetbundle资源,AB是否缓存取决于是否设置为常驻包,Assets一律缓存,处理依赖 public BaseAssetBundleAsyncLoader LoadAssetBundleAsync(string assetbundleName) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { return new EditorAssetBundleAsyncLoader(assetbundleName); } #endif var loader = AssetBundleAsyncLoader.Get(); prosessingAssetBundleAsyncLoader.Add(loader); if (manifest != null) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName) { CreateAssetBundleAsync(dependance); // ab缓存对依赖持有的引用 IncreaseReferenceCount(dependance); } } loader.Init(assetbundleName, dependancies); } else { loader.Init(assetbundleName, null); } CreateAssetBundleAsync(assetbundleName); // 加载器持有的引用:同一个ab能同时存在多个加载器,等待ab创建器完成 IncreaseReferenceCount(assetbundleName); return loader; } // 从服务器下载网页内容,需提供完整url public ResourceWebRequester DownloadWebResourceAsync(string url) { var creater = ResourceWebRequester.Get(); creater.Init(url, url, true); webRequesting.Add(url, creater); webRequesterQueue.Enqueue(creater); return creater; } // 从资源服务器下载非Assetbundle资源 public ResourceWebRequester DownloadAssetFileAsync(string filePath) { if (string.IsNullOrEmpty(DownloadUrl)) { Debug.LogError("You should set download url first!!!"); return null; } var creater = ResourceWebRequester.Get(); var url = DownloadUrl + filePath; creater.Init(filePath, url, true); webRequesting.Add(filePath, creater); webRequesterQueue.Enqueue(creater); return creater; } // 从资源服务器下载Assetbundle资源,不缓存,无依赖 public ResourceWebRequester DownloadAssetBundleAsync(string filePath) { // 如果ResourceWebRequester升级到使用UnityWebRequester,那么下载AB和下载普通资源需要两个不同的DownLoadHandler // 兼容升级的可能性,这里也做一下区分 return DownloadAssetFileAsync(filePath); } // 本地异步请求非Assetbundle资源 public ResourceWebRequester RequestAssetFileAsync(string filePath, bool streamingAssetsOnly = true) { var creater = ResourceWebRequester.Get(); string url = null; if (streamingAssetsOnly) { url = AssetBundleUtility.GetStreamingAssetsFilePath(filePath); } else { url = AssetBundleUtility.GetAssetBundleFileUrl(filePath); } creater.Init(filePath, url, true); webRequesting.Add(filePath, creater); webRequesterQueue.Enqueue(creater); return creater; } // 本地异步请求Assetbundle资源,不缓存,无依赖 public ResourceWebRequester RequestAssetBundleAsync(string assetbundleName) { var creater = ResourceWebRequester.Get(); var url = AssetBundleUtility.GetAssetBundleFileUrl(assetbundleName); creater.Init(assetbundleName, url, true); webRequesting.Add(assetbundleName, creater); webRequesterQueue.Enqueue(creater); return creater; } public void UnloadAssetBundleDependencies(string assetbundleName) { if (manifest != null) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName) { UnloadAssetBundle(dependance); } } } } protected bool UnloadAssetBundle(string assetbundleName, bool unloadResident = false, bool unloadAllLoadedObjects = false) { int count = GetReferenceCount(assetbundleName); if (count <= 0) { return false; } count = DecreaseReferenceCount(assetbundleName); if (count > 0) { return false; } var assetbundle = GetAssetBundleCache(assetbundleName); var isResident = IsAssetBundleResident(assetbundleName); if (assetbundle != null) { if (!isResident || isResident && unloadResident) { assetbundle.Unload(unloadAllLoadedObjects); RemoveAssetBundleCache(assetbundleName); UnloadAssetBundleDependencies(assetbundleName); return true; } } return false; } public bool TryUnloadAssetBundle(string assetbundleName, bool unloadAllLoadedObjects = false) { int count = GetReferenceCount(assetbundleName); if (count > 0) { return false; } return UnloadAssetBundle(assetbundleName, true, unloadAllLoadedObjects); } public void UnloadUnusedAssetBundles(bool unloadResident = false, bool unloadAllLoadedObjects = false) { int unloadCount = 0; bool hasDoUnload = false; do { hasDoUnload = false; var iter = assetbundleRefCount.GetEnumerator(); while (iter.MoveNext()) { var assetbundleName = iter.Current.Key; var referenceCount = iter.Current.Value; if (referenceCount <= 0) { var result = UnloadAssetBundle(assetbundleName, unloadResident, unloadAllLoadedObjects); if (result) { unloadCount++; hasDoUnload = true; } } } } while (hasDoUnload); } public bool MapAssetPath(string assetPath, out string assetbundleName, out string assetName) { return assetsPathMapping.MapAssetPath(assetPath, out assetbundleName, out assetName); } public BaseAssetAsyncLoader LoadAssetAsync(string assetPath, System.Type assetType) { #if UNITY_EDITOR if (AssetBundleConfig.IsEditorMode) { string path = AssetBundleUtility.PackagePathToAssetsPath(assetPath); UnityEngine.Object target = AssetDatabase.LoadAssetAtPath(path, assetType); return new EditorAssetAsyncLoader(target); } #endif string assetbundleName = null; string assetName = null; bool status = MapAssetPath(assetPath, out assetbundleName, out assetName); if (!status) { Debug.LogError("No assetbundle at asset path :" + assetPath); return null; } var loader = AssetAsyncLoader.Get(); prosessingAssetAsyncLoader.Add(loader); if (IsAssetLoaded(assetName)) { loader.Init(assetName, GetAssetCache(assetName)); return loader; } else { var assetbundleLoader = LoadAssetBundleAsync(assetbundleName); loader.Init(assetName, assetbundleLoader); return loader; } } void Update() { OnProsessingWebRequester(); OnProsessingAssetBundleAsyncLoader(); OnProsessingAssetAsyncLoader(); } void OnProsessingWebRequester() { for (int i = prosessingWebRequester.Count - 1; i >= 0; i--) { var creater = prosessingWebRequester[i]; creater.Update(); if (creater.IsDone()) { prosessingWebRequester.RemoveAt(i); webRequesting.Remove(creater.assetbundleName); UnloadAssetBundle(creater.assetbundleName); if (creater.noCache) { return; } // 说明:有错误也缓存下来,只不过资源为空 // 1、避免再次错误加载 // 2、如果不存下来加载器将无法判断什么时候结束 AddAssetBundleCache(creater.assetbundleName, creater.assetbundle); creater.Dispose(); } } int slotCount = prosessingWebRequester.Count; while (slotCount 0) { var creater = webRequesterQueue.Dequeue(); creater.Start(); prosessingWebRequester.Add(creater); slotCount++; } } void OnProsessingAssetBundleAsyncLoader() { for (int i = prosessingAssetBundleAsyncLoader.Count - 1; i >= 0; i--) { var loader = prosessingAssetBundleAsyncLoader[i]; loader.Update(); if (loader.IsDone()) { UnloadAssetBundle(loader.assetbundleName); prosessingAssetBundleAsyncLoader.RemoveAt(i); } } } void OnProsessingAssetAsyncLoader() { for (int i = prosessingAssetAsyncLoader.Count - 1; i >= 0; i--) { var loader = prosessingAssetAsyncLoader[i]; loader.Update(); if (loader.IsDone()) { prosessingAssetAsyncLoader.RemoveAt(i); } } } #if UNITY_EDITOR [BlackList] public HashSet GetAssetbundleResident() { return assetbundleResident; } [BlackList] public ICollection GetAssetbundleCaching() { return assetbundlesCaching.Keys; } [BlackList] public Dictionary GetWebRequesting() { return webRequesting; } [BlackList] public Queue GetWebRequestQueue() { return webRequesterQueue; } [BlackList] public List GetProsessingWebRequester() { return prosessingWebRequester; } [BlackList] public List GetProsessingAssetBundleAsyncLoader() { return prosessingAssetBundleAsyncLoader; } [BlackList] public List GetProsessingAssetAsyncLoader() { return prosessingAssetAsyncLoader; } [BlackList] public string GetAssetBundleName(string assetName) { return assetsPathMapping.GetAssetBundleName(assetName); } [BlackList] public int GetAssetCachingCount() { return assetsCaching.Count; } [BlackList] public Dictionary<string, List> GetAssetCaching() { var assetbundleDic = new Dictionary<string, List>(); List assetNameList = null; var iter = assetsCaching.GetEnumerator(); while (iter.MoveNext()) { var assetName = iter.Current.Key; var assetbundleName = assetsPathMapping.GetAssetBundleName(assetName); assetbundleDic.TryGetValue(assetbundleName, out assetNameList); if (assetNameList == null) { assetNameList = new List(); } assetNameList.Add(assetName); assetbundleDic[assetbundleName] = assetNameList; } return assetbundleDic; } [BlackList] public int GetAssetbundleRefrenceCount(string assetbundleName) { return GetReferenceCount(assetbundleName); } [BlackList] public int GetAssetbundleDependenciesCount(string assetbundleName) { string[] dependancies = manifest.GetAllDependencies(assetbundleName); int count = 0; for (int i = 0; i < dependancies.Length; i++) { var cur = dependancies[i]; if (!string.IsNullOrEmpty(cur) && cur != assetbundleName) { count++; } } return count; } [BlackList] public List GetAssetBundleRefrences(string assetbundleName) { List refrences = new List(); var cachingIter = assetbundlesCaching.GetEnumerator(); while (cachingIter.MoveNext()) { var curAssetbundleName = cachingIter.Current.Key; if (curAssetbundleName == assetbundleName) { continue; } string[] dependancies = manifest.GetAllDependencies(curAssetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (dependance == assetbundleName) { refrences.Add(curAssetbundleName); } } } var requestingIter = webRequesting.GetEnumerator(); while (requestingIter.MoveNext()) { var curAssetbundleName = requestingIter.Current.Key; if (curAssetbundleName == assetbundleName) { continue; } string[] dependancies = manifest.GetAllDependencies(curAssetbundleName); for (int i = 0; i < dependancies.Length; i++) { var dependance = dependancies[i]; if (dependance == assetbundleName) { refrences.Add(curAssetbundleName); } } } return refrences; } [BlackList] public List GetWebRequesterRefrences(string assetbundleName) { List refrences = new List(); var iter = webRequesting.GetEnumerator(); while (iter.MoveNext()) { var curAssetbundleName = iter.Current.Key; var webRequster = iter.Current.Value; if (curAssetbundleName == assetbundleName) { refrences.Add(webRequster.Sequence.ToString()); continue; } } return refrences; } [BlackList] public List GetAssetBundleLoaderRefrences(string assetbundleName) { List refrences = new List(); var iter = prosessingAssetBundleAsyncLoader.GetEnumerator(); while (iter.MoveNext()) { var curAssetbundleName = iter.Current.assetbundleName; var curLoader = iter.Current; if (curAssetbundleName == assetbundleName) { refrences.Add(curLoader.Sequence.ToString()); } } return refrences; } #endif } }
启动游戏时
GameLauch
public class GameLaunch : MonoBehaviour {
void Awake() {
// 初始化框架
this.gameObject.AddComponent();
this.gameObject.AddComponent();
this.gameObject.AddComponent();
// end
xLuaMgr.Instance.Init();
}
IEnumerator InitPackageName()
{
#if UNITY_EDITOR
if (AssetBundleConfig.IsEditorMode)
{
yield break;
}
#endif
// 重要,请求本地文件,这里要先看看可写的本地目录,而不是Streaming目录
var packageNameRequest = AssetBundleManager.Instance.RequestAssetFileAsync(BuildUtils.PackageNameFileName);
yield return packageNameRequest; // 中断协程直到请求结束
var packageName = packageNameRequest.text;
packageNameRequest.Dispose();
AssetBundleManager.ManifestBundleName = packageName;
ChannelManager.instance.Init(packageName);
Debug.Log(string.Format("packageName = {0}", packageName));
yield break;
}
IEnumerator GameStart()
{
var start = DateTime.Now;
yield return InitPackageName();
Debug.Log(string.Format("InitPackageName use {0}ms", (DateTime.Now - start).Milliseconds));
// 启动资源管理模块
start = DateTime.Now;
yield return AssetBundleManager.Instance.Initialize();
Debug.Log(string.Format("AssetBundleManager Initialize use {0}ms", (DateTime.Now - start).Milliseconds));
string luaAssetbundleName = xLuaMgr.Instance.AssetbundleName;
AssetBundleManager.Instance.SetAssetBundleResident(luaAssetbundleName, true);
var abloader = AssetBundleManager.Instance.LoadAssetBundleAsync(luaAssetbundleName);
yield return abloader;
abloader.Dispose();
xLuaMgr.Instance.EnterLuaGame();
yield break;
}
void Start () {
this.StartCoroutine(this.GameStart());
}
void Update () {
}
}
ResMgr
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using XLua;
using AssetBundles;
[LuaCallCSharp] // Lua 能否调用到这个装饰器很重要;
public class ResMgr : UnitySingleton {
public override void Awake() {
base.Awake();
}
public UnityEngine.Object GetAssetCache(string name, string type_name) {
#if UNITY_EDITOR
// Type.GetType("资源名字")
if (AssetBundleConfig.IsEditorMode)
{
string path = AssetBundleUtility.PackagePathToAssetsPath(name);
// LoadAssetAtPath 只支持模板模式;
// UnityEditor.AssetDatabase.LoadAssetAtPath(name, GameObject)
// 根据资源类型的名字来加if判断,来使用模板函数;
UnityEngine.Object target = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
return target;
}
#endif
return AssetBundleManager.Instance.GetAssetCache(name);
}
public void LoadAssetBundleAsync(string assetbundleName, Action end_func)
{
this.StartCoroutine(this.IE_LoadAssetBundleAsync(assetbundleName, end_func));
}
IEnumerator IE_LoadAssetBundleAsync(string assetbundleName, Action end_func) {
var loader = AssetBundleManager.Instance.LoadAssetBundleAsync(assetbundleName);
yield return loader;
end_func();
}
}
代码热更
具体热更步骤从前面的文章查看,简单来说,是比较本地版本和服务器版本,再看看哪些有变动,然后下载。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using AssetBundles;
using GameChannel;
public class GameLaunch : MonoBehaviour {
void Awake() {
// 初始化框架
this.gameObject.AddComponent(); // 实例化一个AssetBudnleManager;
this.gameObject.AddComponent();
this.gameObject.AddComponent();
this.gameObject.AddComponent();
// end
xLuaMgr.Instance.Init();
}
IEnumerator InitPackageName()
{
#if UNITY_EDITOR
if (AssetBundleConfig.IsEditorMode)
{
yield break;
}
#endif
var packageNameRequest = AssetBundleManager.Instance.RequestAssetFileAsync(BuildUtils.PackageNameFileName);
yield return packageNameRequest; // 中断当前协程,直到请求结束;
var packageName = packageNameRequest.text;
packageNameRequest.Dispose(); // 释放请求;
AssetBundleManager.ManifestBundleName = packageName; // 包名字;
ChannelManager.instance.Init(packageName);
Debug.Log(string.Format("packageName = {0}", packageName));
yield break;
}
IEnumerator CheckAndDownload() {
// 如果已经是最新的,直接返回就可以了;
// end
// 更新的资源包的下载; 直接下载, 最新的ab包;
// 根据版本,拉取要下载文件列表,然后来一个个下载, 下载完成后直接进入游戏,即可;
// 检车更新;
var downloadRequest = AssetBundleManager.Instance.DownloadAssetBundleAsync("lua.assetbundle");
yield return downloadRequest;
GameUtility.SafeWriteAllBytes(AssetBundleUtility.GetPersistentDataPath() + "/lua.assetbundle", downloadRequest.bytes);
downloadRequest.Dispose();
// end
yield break;
}
IEnumerator GameStart()
{
var start = DateTime.Now;
yield return InitPackageName();
Debug.Log(string.Format("InitPackageName use {0}ms", (DateTime.Now - start).Milliseconds));
// 启动资源管理模块
start = DateTime.Now;
yield return AssetBundleManager.Instance.Initialize();
Debug.Log(string.Format("AssetBundleManager Initialize use {0}ms", (DateTime.Now - start).Milliseconds));
// 启动检测更新
yield return CheckAndDownload();
// end
string luaAssetbundleName = xLuaMgr.Instance.AssetbundleName;
// Lua脚本设置的是常驻AB包,不是释放的;
AssetBundleManager.Instance.SetAssetBundleResident(luaAssetbundleName, true);
var abloader = AssetBundleManager.Instance.LoadAssetBundleAsync(luaAssetbundleName);
yield return abloader;
abloader.Dispose();
xLuaMgr.Instance.EnterLuaGame();
yield break;
}
void Start () {
this.StartCoroutine(this.GameStart());
}
void Update () {
}
}
Lua和C#通讯原理(重要)
应用
- 想要在Lua添加C#写的组件,需要在代码中加上[LuaCallCSharp],在Lua脚本中AddComponent
- AddComponent之后,我们就可以在lua中利用这个组件调用其中的函数了
原理
- [LuaCallCSharp]这个注解会做lua导出,在Xlua插件中的Gen文件夹有很多Wrap代码,当点击Xlua插件的生成代码按钮后,拥有[LuaCallCSharp]注解的类会写到一个link.xml文件中,并会导出对应的包装文件到wrap文件夹中,导出后Lua才能调用C#脚本中编写的函数。
- 要想通过lua调用这个方法,lua类型中的元表必须有这个方法,因此在C#端需要把元表设置好。Utils.BeginObjectRegister往类型中添加了元表,加了元表后,把方法都注册到了元表中
- 这些Wrap文件会在XLuaGenAutoRegister脚本中统一被调用注册和导出函数,这些都放在脚本的初始化函数中,初始化函数在虚拟机启动时调用。
以ResMgrWrap示例
#if USE_UNI_LUA
using LuaAPI = UniLua.Lua;
using RealStatePtr = UniLua.ILuaState;
using LuaCSFunction = UniLua.CSharpFunctionDelegate;
#else
using LuaAPI = XLua.LuaDLL.Lua;
using RealStatePtr = System.IntPtr;
using LuaCSFunction = XLua.LuaDLL.lua_CSFunction;
#endif
using XLua;
using System.Collections.Generic;
namespace XLua.CSObjectWrap
{
using Utils = XLua.Utils;
public class ResMgrWrap
{
public static void __Register(RealStatePtr L)
{
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
System.Type type = typeof(ResMgr);
// 创建一个元表
Utils.BeginObjectRegister(type, L, translator, 0, 3, 0, 0);
// 注册方法
Utils.RegisterFunc(L, Utils.METHOD_IDX, "Awake", _m_Awake);
Utils.RegisterFunc(L, Utils.METHOD_IDX, "GetAssetCache", _m_GetAssetCache);
Utils.RegisterFunc(L, Utils.METHOD_IDX, "LoadAssetBundleAsync", _m_LoadAssetBundleAsync);
Utils.EndObjectRegister(type, L, translator, null, null,
null, null, null);
Utils.BeginClassRegister(type, L, __CreateInstance, 1, 0, 0);
Utils.EndClassRegister(type, L, translator);
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int __CreateInstance(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
if(LuaAPI.lua_gettop(L) == 1)
{
ResMgr gen_ret = new ResMgr();
translator.Push(L, gen_ret);
return 1;
}
}
catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to ResMgr constructor!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_Awake(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
ResMgr gen_to_be_invoked = (ResMgr)translator.FastGetCSObj(L, 1);
{
gen_to_be_invoked.Awake( );
return 0;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetAssetCache(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
ResMgr gen_to_be_invoked = (ResMgr)translator.FastGetCSObj(L, 1);
{
string _name = LuaAPI.lua_tostring(L, 2);
string _type_name = LuaAPI.lua_tostring(L, 3);
UnityEngine.Object gen_ret = gen_to_be_invoked.GetAssetCache( _name, _type_name );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_LoadAssetBundleAsync(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
ResMgr gen_to_be_invoked = (ResMgr)translator.FastGetCSObj(L, 1);
{
string _assetbundleName = LuaAPI.lua_tostring(L, 2);
System.Action _end_func = translator.GetDelegate(L, 3);
gen_to_be_invoked.LoadAssetBundleAsync( _assetbundleName, _end_func );
return 0;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
}
}
public class XLua_Gen_Initer_Register__
{
static void wrapInit0(LuaEnv luaenv, ObjectTranslator translator)
{
translator.DelayWrapLoader(typeof(ResMgr), ResMgrWrap.__Register);
--snip--
}
static void Init(LuaEnv luaenv, ObjectTranslator translator)
{
wrapInit0(luaenv, translator);
wrapInit1(luaenv, translator);
translator.AddInterfaceBridgeCreator(typeof(System.Collections.IEnumerator), SystemCollectionsIEnumeratorBridge.__Create);
translator.AddInterfaceBridgeCreator(typeof(XLuaTest.IExchanger), XLuaTestIExchangerBridge.__Create);
translator.AddInterfaceBridgeCreator(typeof(Tutorial.CSCallLua.ItfD), TutorialCSCallLuaItfDBridge.__Create);
translator.AddInterfaceBridgeCreator(typeof(XLuaTest.InvokeLua.ICalc), XLuaTestInvokeLuaICalcBridge.__Create);
}
static XLua_Gen_Initer_Register__()
{
XLua.LuaEnv.AddIniter(Init);
}
}
namespace XLua
{
public partial class ObjectTranslator
{
static XLua.CSObjectWrap.XLua_Gen_Initer_Register__ s_gen_reg_dumb_obj = new XLua.CSObjectWrap.XLua_Gen_Initer_Register__();
static XLua.CSObjectWrap.XLua_Gen_Initer_Register__ gen_reg_dumb_obj {get{return s_gen_reg_dumb_obj;}}
}
internal partial class InternalGlobals
{
static InternalGlobals()
{
extensionMethodMap = new Dictionary<Type, IEnumerable>()
{
};
genTryArrayGetPtr = StaticLuaCallbacks.__tryArrayGet;
genTryArraySetPtr = StaticLuaCallbacks.__tryArraySet;
}
}
}
从上面的ObjectTranslator就会进行启动注册
为什么CS.XXX能访问C#中的代码
是因为LuaEnv初始化的时候,会执行lua代码,代码里面会创建CS ={},CS这个table的元表的__index元方法你可以看下,里面会用到xlua.import_type函数。干活的逻辑就是csharp层的ImportType
也就是说,创建一个类型表,一种方式是lua层,CS.A.B.C 会通过触发元方法走到csharp层创建(也是到getTypeId)。另一种是当push该类型的obj实例的时候,也会到getTypeId
可参考的链接:
https://www.cnblogs.com/iwiniwin/p/15307368.html
https://www.cnblogs.com/iwiniwin/p/15323970.html
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