WWW缓存方式

缓存方式

使用WWW.LoadFromCacheOrDownload接口。AssetBundles将保存在本地设备的Unity的缓存文件夹中。WebPlayer 有50MB的缓存上限,PC/Mac/Android/IOS应有有4 GB的缓存上限。这种方式也是加载AssetBundle推荐的方式。我们使用这种方式来实践一下。在Scripts文件夹中新建脚本:

using System;
using UnityEngine;
using System.Collections;

public class CacheBundle : MonoBehaviour
{
	public static readonly string BundleURL =
#if UNITY_ANDROID
		"jar:file://" + Application.dataPath + "!/assets/MyAssetBundles/shape/cube";
#elif UNITY_IPHONE
		Application.dataPath + "/Raw/MyAssetBundles/shape/cube";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
		//我们将加载以前打包好的cube
 "file://" + Application.dataPath + "/MyAssetBundles/shape/cube";//由于是编辑器下,我们使用这个路径。
#else
        string.Empty;
#endif

	//还记得吗?在cube这个AssetBundle中有两个资源,Cube1和Cube2
	private string AssetName = "Cube2";

	//版本号
	public int version;

	void Start()
	{
		StartCoroutine(DownloadAndCache());
	}

	IEnumerator DownloadAndCache()
	{
		// 需要等待缓存准备好
		while (!Caching.ready)
			yield return null;

		// 有相同版本号的AssetBundle就从缓存中获取,否则下载进缓存。
		using (WWW www = WWW.LoadFromCacheOrDownload(BundleURL, version))
		{
			yield return www;
			if (www.error != null)
				throw new Exception("WWW download had an error:" + www.error);
			AssetBundle bundle = www.assetBundle;
			GameObject cube = Instantiate(bundle.LoadAsset(AssetName)) as GameObject;
			cube.transform.position = new Vector3(1.5f, 0f, 0f);
			// 卸载加载完之后的AssetBundle,节省内存。
			bundle.Unload(false);

		} //由于使用using语法,www.Dispose将在加载完成后调用,释放内存
	}
}

  

博主注:版本号可按天来,比如

int version;

version = DateTime.dayOfYears;

http://baizihan.me/2016/03/unity-assetbundle03/

原文地址:https://www.cnblogs.com/jiahuafu/p/6594404.html