using UnityEngine;
using System.Collections;
public class RunScript : MonoBehaviour
{
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif
public void OnClickSingleButton()
{
Caching.CleanCache();
//StartCoroutine(Load(PathURL + "login.assetbundle"));
StartCoroutine(LoadMainGameObject(PathURL + "Prefab1.assetbundle"));
StartCoroutine(LoadMainGameObject(PathURL + "Prefab2.assetbundle"));
}
public void OnClickAllButton()
{
StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle"));
}
//读取一个资源
private IEnumerator LoadMainGameObject(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
}
// 加载
IEnumerator Load(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path, 1);
yield return bundle;
}
//读取全部资源
private IEnumerator LoadALLGameObject(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
//加载复合对象,且通过名称把他们读取出来
GameObject obj0 = (GameObject)bundle.assetBundle.LoadAsset("Prefab1");
GameObject obj1 = (GameObject)bundle.assetBundle.LoadAsset("Prefab2");
//加载到游戏中
yield return Instantiate(obj0);
yield return Instantiate(obj1);
bundle.assetBundle.Unload(false);
}
private IEnumerator LoadMainCacheGameObject(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path, 5);
yield return bundle;
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
}
}