mirror of https://github.com/tuyoogame/YooAsset
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@ -52,6 +52,20 @@
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(4) BundleName_HashName_Extension:资源包名+哈希值+后缀名
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- **Copy Buildin File Option**
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首包资源文件的拷贝方式
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(1) None:不拷贝任何文件
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(2) ClearAndCopyAll:先清空已有文件,然后拷贝所有文件
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(3) ClearAndCopyByTags:先清空已有文件,然后按照资源标签拷贝文件
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(4) OnlyCopyAll:不清空已有文件,直接拷贝所有文件
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(5) OnlyCopyByTags:不清空已有文件,直接按照资源标签拷贝文件
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- **构建**
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点击构建按钮会开始构建流程,构建流程分为多个节点顺序执行,如果某个节点发生错误,会导致构建失败。错误信息可以在控制台查看。
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@ -126,6 +140,7 @@ private static void BuildInternal(BuildTarget buildTarget)
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buildParameters.EncryptionServices = new GameEncryption();
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.OutputNameStyle = EOutputNameStyle.HashName_Extension;
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buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.None;
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// 执行构建
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AssetBundleBuilder builder = new AssetBundleBuilder();
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@ -10,6 +10,10 @@
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#### 公共设置
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- Show Packages
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是否展示资源包列表视图。
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- Enable Addressable
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启用可寻址资源定位系统。
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@ -3,7 +3,14 @@
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初始化资源系统
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```c#
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// 初始化资源系统
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YooAssets.Initialize();
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// 创建默认的资源包
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var defaultPackage = YooAssets.CreateAssetsPackage("DefaultPackage");
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// 设置该资源包为默认的资源包,可以使用YooAssets相关加载接口加载该资源包内容。
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YooAssets.SetDefaultAssetsPackage(defaultPackage);
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```
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资源系统的运行模式支持三种:编辑器模拟模式,单机运行模式,联机运行模式。
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@ -17,10 +24,10 @@ YooAssets.Initialize();
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````c#
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new YooAssets.EditorSimulateModeParameters();
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var initParameters = new EditorSimulateModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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initParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild("DefaultPackage", false);
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yield return YooAssets.InitializeAsync(initParameters);
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initParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild("DefaultPackage");
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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````
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@ -33,9 +40,9 @@ private IEnumerator InitializeYooAsset()
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````c#
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new YooAssets.OfflinePlayModeParameters();
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var initParameters = new OfflinePlayModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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yield return YooAssets.InitializeAsync(initParameters);
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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````
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@ -55,22 +62,22 @@ private IEnumerator InitializeYooAsset()
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- DecryptionServices : 如果资源包在构建的时候有加密,需要提供实现IDecryptionServices接口的实例类。
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- QueryServices:内置资源查询服务接口。
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- DefaultHostServer : 默认的资源服务器IP地址。
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- FallbackHostServer : 备用的资源服务器IP地址。
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- VerifyLevel : 下载文件校验等级
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````c#
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new YooAssets.HostPlayModeParameters();
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var initParameters = new HostPlayModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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initParameters.DecryptionServices = new BundleDecryptionServices();
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initParameters.QueryServices = new QueryStreamingAssetsServices();
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initParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android/v1.0";
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initParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android/v1.0";
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yield return YooAssets.InitializeAsync(initParameters);
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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// 文件解密服务类
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@ -88,7 +95,8 @@ private class QueryStreamingAssetsServices : IQueryServices
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public bool QueryStreamingAssets(string fileName)
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{
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// 注意:使用了BetterStreamingAssets插件
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return BetterStreamingAssets.FileExists($"YooAssets/{fileName}");
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string buildinFolderName = YooAssets.GetStreamingAssetBuildinFolderName();
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return BetterStreamingAssets.FileExists($"{buildinFolderName}/{fileName}");
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}
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}
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````
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@ -9,7 +9,8 @@
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````c#
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private IEnumerator UpdateStaticVersion()
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{
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UpdateStaticVersionOperation operation = YooAssets.UpdateStaticVersionAsync();
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateStaticVersionOperation operation = package.UpdateStaticVersionAsync();
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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@ -33,7 +34,8 @@ private IEnumerator UpdateStaticVersion()
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````c#
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private IEnumerator UpdatePatchManifest()
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{
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UpdateManifestOperation operation = YooAssets.UpdateManifestAsync(packageCRC);
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateManifestOperation operation = package.UpdateManifestAsync(packageCRC);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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@ -56,15 +58,15 @@ private IEnumerator UpdatePatchManifest()
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补丁包下载接口:
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- YooAssets.CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
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- YooAssets.CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新当前资源版本所有的资源包文件。
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- YooAssets.CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
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- YooAssets.CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新资源标签指定的资源包文件。
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- YooAssets.CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
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- YooAssets.CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新指定的资源列表依赖的资源包文件。
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@ -73,7 +75,8 @@ IEnumerator Download()
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{
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int downloadingMaxNum = 10;
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int failedTryAgain = 3;
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DownloaderOperation downloader = YooAssets.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);
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int timeout = 60;
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var downloader = YooAssets.CreatePatchDownloader(downloadingMaxNum, failedTryAgain, timeout);
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//没有需要下载的资源
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if (downloader.TotalDownloadCount == 0)
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@ -114,7 +117,8 @@ IEnumerator Download()
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````c#
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private IEnumerator UpdateStaticVersion()
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{
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UpdateStaticVersionOperation operation = YooAssets.UpdateStaticVersionAsync(10);
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateStaticVersionOperation operation = package.UpdateStaticVersionAsync(10);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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@ -135,7 +139,7 @@ private IEnumerator UpdateStaticVersion()
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}
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// 在弱联网情况下更新补丁清单
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UpdateManifestOperation operation2 = YooAssets.WeaklyUpdateManifestAsync(packageCRC);
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UpdateManifestOperation operation2 = package.WeaklyUpdateManifestAsync(packageCRC);
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yield return operation2;
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if (operation2.Status == EOperationStatus.Succeed)
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{
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@ -18,9 +18,9 @@
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```c#
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// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
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// 设定资源路径的根目录为:"Assets/GameRes",后续加载的资源定位地址填写相对路径:"Audio/bgMusic"
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var createParameters = new YooAssets.EditorSimulateModeParameters();
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var createParameters = new EditorSimulateModeParameters();
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createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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yield return YooAssets.InitializeAsync(createParameters);
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yield return defaultPackage.InitializeAsync(createParameters);
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......
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YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
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```
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// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
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// 需要在资源配置界面启用可寻址功能(Enable Addressable)。
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// 配置界面的可寻址规则为AddressByFileName,那么资源定位地址填写文件名称:"bgMusic"
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var createParameters = new YooAssets.EditorSimulateModeParameters();
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var createParameters = new EditorSimulateModeParameters();
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createParameters.LocationServices = new AddressLocationServices();
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yield return YooAssets.InitializeAsync(createParameters);
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yield return defaultPackage.InitializeAsync(createParameters);
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......
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YooAssets.LoadAssetAsync<AudioClip>("bgMusic");
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````
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@ -104,7 +104,8 @@ IEnumerator Start()
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````c#
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private void UnloadAssets()
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{
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YooAssets.UnloadUnusedAssets();
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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package.UnloadUnusedAssets();
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}
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````
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@ -65,7 +65,7 @@ go.transform.localScale = Vector3.one;
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在运行游戏之前,请保证资源包可以构建成功!
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```c#
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public static YooAssetPackage AssetPackage;
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public static AssetPackage DefaultPackage;
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IEnumerator Start()
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{
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YooAssets.Initialize();
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// 创建资源包实例
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AssetPackage = YooAssets.CreateAssetPackage("DefaultPackage");
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DefaultPackage = YooAssets.CreateAssetPackage("DefaultPackage");
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// 初始化资源包
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......
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yield return AssetPackage.InitializeAsync(createParameters);
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yield return DefaultPackage.InitializeAsync(createParameters);
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// 更新资源包版本
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......
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var operation = AssetPackage.UpdateManifestAsync(packageCRC);
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var operation = DefaultPackage.UpdateManifestAsync(packageCRC);
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yield return operation;
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// 下载更新文件
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var downloader = AssetPackage.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);
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var downloader = DefaultPackage.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);
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downloader.BeginDownload();
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yield return downloader;
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// 加载资源对象
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var assetHandle = AssetPackage.LoadAssetAsync("Assets/GameRes/npc.prefab");
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var assetHandle = DefaultPackage.LoadAssetAsync("Assets/GameRes/npc.prefab");
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yield return assetHandle;
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......
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}
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@ -17,6 +17,10 @@ windows平台添加命令: **-force-gles**
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YooAsset依赖于ScriptBuildPipeline(SBP),在PackageManager里找到SBP插件安装就可以了。
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#### 问题:使用FileZilla等FTP上传工具后,文件下载总是验证失败
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把传输类型修改为二进制就可以了。
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#### 问题:YooAsset支持Unity2018吗
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YooAsset分俩部分,编辑器代码和运行时代码。因为工具界面是使用UIElements编写的,所以在Unity2019以前的版本是使用不了界面化工具。但是这并没有影响我们使用YooAsset,以下提供一种解决方案。
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