今天要作一個移動平臺的版本控制,先作一個前期的工做,就是從服務器端加載資源,而後讀取到本地,再從本地讀取資源。這裏就以pc平臺爲例,移動平臺也是同樣,就是稍微作一點路徑上的修改,web
下面是不一樣平臺路徑的預編譯:windows
//不一樣平臺下StreamingAssets的路徑是不一樣的,這裏須要注意一下。 public static readonly string PathURL = #if UNITY_ANDROID //安卓 "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_IPHONE //iPhone Application.dataPath + "/Raw/"; #elif UNITY_STANDALONE_WIN || UNITY_EDITOR //windows平臺和web平臺 "file://" + Application.dataPath + "/StreamingAssets/"; #else string.Empty; #endif
建立腳本,命名Text.cs,而且將其拖放到MainCamera中數組
using UnityEngine; using System.Collections; using System.IO; using System.Collections.Generic; using System; public class Text : MonoBehaviour { //文本中每行的內容 ArrayList infoall; //皮膚資源,這裏用於顯示中文 public GUISkin skin; void Start () { print("當前文件路徑:"+Application.persistentDataPath); //刪除文件 DeleteFile(Application.persistentDataPath,"FileName.txt"); //建立文件,共寫入3次數據 CreateFile(Application.persistentDataPath,"FileName.txt","dingxiaowei"); CreateFile(Application.persistentDataPath,"FileName.txt","丁小未"); //CreateFile(Application.persistentDataPath ,"Filename.assetbundle","丁小未"); //下載模型 StartCoroutine(loadasset("http://192.168.1.180/3DShowResource/Products/AssetBundles/HX_DY02.assetbundle")); //獲得文本中每一行的內容 infoall = LoadFile(Application.persistentDataPath,"FileName.txt"); } //寫入模型到本地 IEnumerator loadasset(string url) { WWW w = new WWW(url); yield return w; if (w.isDone) { byte[] model = w.bytes; int length = model.Length; //寫入模型到本地 CreateModelFile(Application.persistentDataPath, "Model.assetbundle", model,length); } } void CreateModelFile(string path, string name, byte[] info, int length) { //文件流信息 //StreamWriter sw; Stream sw; FileInfo t = new FileInfo(path + "//" + name); if (!t.Exists) { //若是此文件不存在則建立 sw = t.Create(); } else { //若是此文件存在則打開 //sw = t.Append(); return; } //以行的形式寫入信息 //sw.WriteLine(info); sw.Write(info, 0, length); //關閉流 sw.Close(); //銷燬流 sw.Dispose(); } /** * path:文件建立目錄 * name:文件的名稱 * info:寫入的內容 */ void CreateFile(string path,string name,string info) { //文件流信息 StreamWriter sw; FileInfo t = new FileInfo(path+"//"+ name); if(!t.Exists) { //若是此文件不存在則建立 sw = t.CreateText(); } else { //若是此文件存在則打開 sw = t.AppendText(); } //以行的形式寫入信息 sw.WriteLine(info); //關閉流 sw.Close(); //銷燬流 sw.Dispose(); } /** * 讀取文本文件 * path:讀取文件的路徑 * name:讀取文件的名稱 */ ArrayList LoadFile(string path,string name) { //使用流的形式讀取 StreamReader sr =null; try{ sr = File.OpenText(path+"//"+ name); }catch(Exception e) { //路徑與名稱未找到文件則直接返回空 return null; } string line; ArrayList arrlist = new ArrayList(); while ((line = sr.ReadLine()) != null) { //一行一行的讀取 //將每一行的內容存入數組鏈表容器中 arrlist.Add(line); } //關閉流 sr.Close(); //銷燬流 sr.Dispose(); //將數組鏈表容器返回 return arrlist; } //讀取模型文件 IEnumerator LoadModelFromLocal(string path, string name) { string s = null; #if UNITY_ANDROID s = "jar:file://"+path+"/"+name; #elif UNITY_IPHONE s = path+"/"+name; #elif UNITY_STANDALONE_WIN || UNITY_EDITOR s = "file://"+path+"/"+name; #endif WWW w = new WWW(s); yield return w; if (w.isDone) { Instantiate(w.assetBundle.mainAsset); } } /** * path:刪除文件的路徑 * name:刪除文件的名稱 */ void DeleteFile(string path,string name) { File.Delete(path+"//"+ name); } void OnGUI() { //用新的皮膚資源,顯示中文 GUI.skin = skin; //讀取文件中的全部內容 foreach(string str in infoall) { //繪製在屏幕當中 GUILayout.Label(str); } if (GUILayout.Button("加載模型")) { StartCoroutine(LoadModelFromLocal(Application.persistentDataPath, "Model.assetbundle")); } } }
補充:假設你的程序中已經預先將2進制文件作好,以下圖所示,你須要把二進制文件放在StreamingAssets這個文件夾中,必定要放在這裏。服務器
舉個例子,放在StreamingAssets中二進制文件打包後,Unity會將這些二進制文件放置在對應平臺下的路徑下。因此根據不一樣平臺,訪問的路徑是不同的。切記,你的二進制文件必定要放在StreamingAssets !!!!!!ide
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#if UNITY_EDITOR |
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string filepath = Application.dataPath +"/StreamingAssets"+"/my.xml"; |
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#elif UNITY_IPHONE |
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string filepath = Application.dataPath +"/Raw"+"/my.xml"; |
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#elif UNITY_ANDROID |
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string filepath = "jar:file://" + Application.dataPath + "!/assets/"+"/my.xml; |
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#endif |
==================== 迂者 丁小未 CSDN博客專欄=================學習
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