为了熟悉一下资源加载的API,做了一个加载图片的小demo,实现了4种加载图片方式,并且把同步与异步做了区分。
使用unity开发游戏的过程中,资源的加载一直都是需要重点关注的。unity一共提供了5种资源加载的方式,分别是Resources(只能加载Resources目录中的资源),AssetBundle(只能加载AB资源,当前设备允许访问的路径都可以),WWW(可以加载任意处资源,包括项目外资源(如远程服务器)),AssetDatabase(只能加载Assets目录下的资源,但只能用于Editor),UnityWebRequest(可以加载任意处资源,是WWW的升级版本)。关于加载的的具体方法建议直接看Unity的API,讲解的比较明白,这里提一下同步与异步加载的意思与优缺点:
同步:并不是按字面意思的同时或一起,而是指协同步调,协助、相互配合。是按先后顺序执行在发出一个功能调用时,在没有得到返回结果之前一直在等待,不会继续往下执行。异步:刚好和同步相反,也就是在发出一个功能调用时,不管没有没得到结果,都继续往下执行,异步加载至少有一帧的延迟。
同步的优点:管理方便,资源准备好可以及时返回。缺点:没有异步快。
异步的优点:速度快与主线程无关。缺点:调用比较麻烦,最好的做法是使用回调。
在UnityWebRequest和WWW的使用过程中使用了回调,为了方便以后自己使用,贴一下代码:
首先是定义一个资源加载的接口:
public interface IResourcesLoadingMode {
void ResourcesLoading<T>(T t,string path, bool IsAsync) where T:UnityEngine.Object;
void ResourcesUnLoading<T>(T t)where T:UnityEngine.Object;
}
然后是资源加载的基类:
public class ResourcesLoadingMode : IResourcesLoadingMode
{
public Image Img;
public MonoBehaviour MB;
public virtual void ResourcesLoading<T>(T t,string path, bool IsAsync) where T:UnityEngine.Object
{
throw new NotImplementedException();
}
public virtual void ResourcesUnLoading<T>(T t) where T : UnityEngine.Object
{
throw new NotImplementedException();
}
}
这里的monoBehaviour是因为整个资源加载器没有继承MonoBehaviour,在异步加载的时候可以把上层控制层的MonoBehavior拿过来,以便可以调用协程实现异步加载。这是一种解决方案,在老大的教导下采用了第二种使用回调函数的方案。
Resouces方式:
public override void ResourcesLoading<T>(T t,string path, bool IsAsync)
{
if (IsAsync == false)
{
T load = Resources.Load<T>(path);
t = load;
Debug.Log("===="+path+"====");
if (t.GetType() == Img.sprite.GetType())
{
Img.sprite = t as Sprite;
Resources.UnloadAsset(t);
}
}
else
{
T load = Resources.LoadAsync<T>(path).asset as T;
t = load;
if (t.GetType() == Img.sprite.GetType())
{
Img.sprite = t as Sprite;
Resources.UnloadAsset(t);
}
}
}
AssetDatabase方式:
public override void ResourcesLoading<T>(T t,string path, bool IsAsync)
{
if (IsAsync==false)
{
//s=string.Format( "Assets/Image/{0}.jpg",Index.ToString())
T load = AssetDatabase.LoadAssetAtPath<T>(path);
Debug.Log(path);
t = load;
Debug.Log(t.name);
if (t.GetType() == Img.sprite.GetType())
{
Img.sprite = t as Sprite;
Resources.UnloadAsset(t);
}
else
{
Debug.Log(t.name);
}
}
else
{
Debug.Log("assetdatabase没有异步加载");
}
}
WWW方式:
public override void ResourcesLoading<T>(T t,string path,bool isAsync)
{
if (isAsync == true)
{
// MB.StartCoroutine(WWWLoad());
}
else
{
Debug.Log("----WWW没有同步加载----");
}
}
public override void ResourcesUnLoading<T>(T t)
{
base.ResourcesUnLoading<T>(t);
}
public static IEnumerator WWWLoad(string url, Action<WWW>callback)
{
Debug.Log("----WWW协程调用----");
//string url = string.Format(@"file://{0}/{1}.jpg", Application.streamingAssetsPath, Index.ToString());
WWW www = new WWW(url);
yield return www;
callback.Invoke(www);
yield return null;
}
WWW方式的回调(上层的逻辑来决定需要加载什么资源,写在回调函数里):
/// <summary>
/// WWW回调函数
/// </summary>
/// <param name="obj"></param>
private void WWWcallback(object obj)
{
WWW www = obj as WWW;
Texture2D tex = www.texture;
BG.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
Debug.Log("----callback调用----");
www.Dispose();
}
UnityWebRequest方式:
public override void ResourcesLoading<T>(T t,string path,bool isAsync)
{
if (isAsync==false)
{
Debug.Log("unityWebRequest没有同步加载");
}
}
public override void ResourcesUnLoading<T>(T t)
{
base.ResourcesUnLoading<T>(t);
}
public static IEnumerator UnityWebRequestLoad(string url,Action<UnityWebRequest>callback)
{
//string url =string.Format( @"file://{0}/{1}.jpg", Application.streamingAssetsPath,Index.ToString());
UnityWebRequest webRequest = UnityWebRequestTexture.GetTexture(url);
yield return webRequest.SendWebRequest();
if (webRequest.isNetworkError || webRequest.isHttpError)
{
Debug.Log(webRequest.error);
}
else
{
callback.Invoke(webRequest);
yield return null;
//Texture2D tex = DownloadHandlerTexture.GetContent(webRequest);
//Img.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
}
}
}
UnityWebRequest的回调:
/// <summary>
/// UnityWebRequest回调函数
/// </summary>
/// <param name="obj"></param>
private void unityWebRequestcallback(object obj)
{
UnityWebRequest request = obj as UnityWebRequest;
Texture2D tex = DownloadHandlerTexture.GetContent(request);
BG.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
request.Dispose();
}
最后的业务层代码也贴一点核心的方法:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class ModeControl : MonoBehaviour {
public bool IsAsync; //是否异步加载
public Image BG;
public ResourcesModeEnum ModeEnum; //资源加载类型
private bool Next;
ResourcesLoadingMode mode = null;
Mode_Resources resourcesMode = null;
Mode_AssetDatabase assetDatabaseMode = null;
Mode_WWW wwwMode = null;
Mode_UnityWebRequest unityWebRequestMode = null;
private int textureIndex=1; // 图片路径索引
void Awake()
{
resourcesMode = new Mode_Resources();
assetDatabaseMode = new Mode_AssetDatabase();
wwwMode = new Mode_WWW();
unityWebRequestMode = new Mode_UnityWebRequest();
}
private IEnumerator PreviousPageBtnClick(ResourcesModeEnum modeEnum)
{
changeColor = true;
yield return new WaitForSeconds(1);
Next = false;
ResourceModeChoice(modeEnum);
colorChange = true;
Debug.Log("----上一页按钮点击----");
}
private IEnumerator NextPageBtnClick(ResourcesModeEnum modeEnum)
{
changeColor = true;
yield return new WaitForSeconds(1);
Next = true;
ResourceModeChoice(modeEnum);
colorChange = true;
Debug.Log("----下一页按钮点击----");
}
/// <summary>
/// 资源加载方式公共方法
/// </summary>
/// <param name="modeEnum">资源类型</param>
private void ResourceModeChoice(ResourcesModeEnum modeEnum)
{
switch (modeEnum)
{
case ResourcesModeEnum.ResourcesMode:
mode = resourcesMode;
ChangePage();
mode.ResourcesLoading(BG.sprite,textureIndex.ToString(), IsAsync);
break;
case ResourcesModeEnum.WWWMode:
mode = wwwMode;
ChangePage();
StartCoroutine(Mode_WWW.WWWLoad(string.Format(@"file://{0}/{1}.jpg", Application.streamingAssetsPath, textureIndex.ToString()), WWWcallback));
break;
case ResourcesModeEnum.AssetDatabaseMode:
mode = assetDatabaseMode;
ChangePage();
mode.ResourcesLoading(BG.sprite, string.Format("Assets/Image/{0}.jpg", textureIndex.ToString()), IsAsync);
break;
case ResourcesModeEnum.UnityWebMode:
mode = unityWebRequestMode;
ChangePage();
StartCoroutine(Mode_UnityWebRequest.UnityWebRequestLoad(string.Format(@"file://{0}/{1}.jpg", Application.streamingAssetsPath, textureIndex), unityWebRequestcallback));
break;
case ResourcesModeEnum.NULL:
mode.ResourcesUnLoading(BG.sprite);
BG.sprite = null;
break;
default:
break;
}
}
/// <summary>
/// 换页公共方法
/// </summary>
private void ChangePage()
{
if (Next == false) textureIndex--;
if (Next == true) textureIndex++;
mode.Img = BG;
mode.MB = this.GetComponent<MonoBehaviour>();
// mode.ResourcesLoading<Sprite>(BG.sprite, IsAsync);
// mode.ResourcesUnLoading(BG.sprite);
}
private void ResourcesClick()
{
ModeEnum = ResourcesModeEnum.ResourcesMode;
ResourceModeChoice(ModeEnum);
SetTipText(TipText,"ResourcesMode");
}
private void AssetBundleBtnClick()
{
//TODO
}
private void WWWBtnClick()
{
if (IsAsync == false)
{
ModeEnum = ResourcesModeEnum.NULL;
SetTipText(TipText, "WWW没有同步加载");
}
else
{
ModeEnum = ResourcesModeEnum.WWWMode;
ResourceModeChoice(ModeEnum);
SetTipText(TipText, "WWWMode");
}
}
private void AssetDatabaseBtnClick()
{
if (IsAsync == false)
{
ModeEnum = ResourcesModeEnum.AssetDatabaseMode;
ResourceModeChoice(ModeEnum);
SetTipText(TipText, "AssetDatabaseMode");
}
else
{
ModeEnum = ResourcesModeEnum.NULL;
SetTipText(TipText, "AssetDatabase没有异步加载");
}
}
private void UnityWebRequestBtnClick()
{
if (IsAsync == false)
{
ModeEnum = ResourcesModeEnum.NULL;
SetTipText(TipText, "UnityWebRequest没有同步加载");
}
else
{
ModeEnum = ResourcesModeEnum.UnityWebMode;
ResourceModeChoice(ModeEnum);
SetTipText(TipText, "UnityWebRequestMode");
}
}
private void SynBtnClick()
{
IsAsync = false;
SetTipText(IsAnsynText, "当前为同步加载方式");
}
private void AsynBtnClick()
{
IsAsync = true;
SetTipText(IsAnsynText, "当前为异步加载方式");
}
/// <summary>
/// WWW回调函数
/// </summary>
/// <param name="obj"></param>
private void WWWcallback(object obj)
{
WWW www = obj as WWW;
Texture2D tex = www.texture;
BG.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
Debug.Log("----callback调用----");
www.Dispose();
}
/// <summary>
/// UnityWebRequest回调函数
/// </summary>
/// <param name="obj"></param>
private void unityWebRequestcallback(object obj)
{
UnityWebRequest request = obj as UnityWebRequest;
Texture2D tex = DownloadHandlerTexture.GetContent(request);
BG.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
request.Dispose();
}
private void SetTipText(Text text,string str)
{
text.text = str;
}
}
这次的demo让我认识自己很多的不足,接口,类的继承,同步与异步,资源的卸载,还有很关键的一点,写的很多代码不能复用,在资源加载器写了具体的实现,这些东西应该放在上层业务层去决定你要什么资源就加载什么资源,把加载的类型和路径传进去就行了。下次千万注意,单一职责原则,可以很大的降低代码的耦合。 这只是个练习加载图片的小Demo,后面可以考虑拓展成一个通用的资源加载类。完整Demo放在了Github上,地址 https://github.com/hezhangqiang1/ResourceLoadingMode 如果这篇博客对你有点帮助,请帮忙点个Star,谢谢!