commit f8947c6c276dc74154785292b6a912b657ca646b
Author: wz1531 <2384017988@qq.com>
Date: Thu Dec 11 16:40:24 2025 +0800
初始化
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+ - m_Suffix: LoadPath
+ m_Value: '{UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]'
+ - m_GroupTypePrefix: Editor Hosted
+ m_Variables:
+ - m_Suffix: BuildPath
+ m_Value: ServerData/[BuildTarget]
+ - m_Suffix: LoadPath
+ m_Value: http://[PrivateIpAddress]:[HostingServicePort]
+ environments: []
+ currentEnvironment:
+ id:
+ projectId:
+ projectGenesisId:
+ name:
+ isDefault: 0
diff --git a/Assets/AddressableAssetsData/Windows/addressables_content_state.bin b/Assets/AddressableAssetsData/Windows/addressables_content_state.bin
new file mode 100644
index 000000000..227da78e8
Binary files /dev/null and b/Assets/AddressableAssetsData/Windows/addressables_content_state.bin differ
diff --git a/Assets/Framework/AB/ABMgr.cs b/Assets/Framework/AB/ABMgr.cs
new file mode 100644
index 000000000..ae6370f8d
--- /dev/null
+++ b/Assets/Framework/AB/ABMgr.cs
@@ -0,0 +1,212 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+///
+/// 知识点
+/// 1.AB包相关的API
+/// 2.单例模式
+/// 3.委托——>Lambda表达式
+/// 4.协程
+/// 5.字典
+///
+public class ABMgr : AutoMonoSingleton
+{
+ //AB包管理器 目的是
+ //让外部更方便的进行资源加载
+
+ //主包
+ private AssetBundle mainAB = null;
+ //依赖包获取用的配置文件
+ private AssetBundleManifest manifest = null;
+
+ //AB包不能够重复加载 重复加载会报错
+ //字典 用字典来存储 加载过的AB包
+ private Dictionary abDic = new Dictionary();
+
+ ///
+ /// 这个AB包存放路径 方便修改
+ ///
+ private string PathUrl
+ {
+ get
+ {
+ return Application.streamingAssetsPath + "/";
+ }
+ }
+
+ ///
+ /// 主包名 方便修改
+ ///
+ private string MainABName
+ {
+ get
+ {
+#if UNITY_IOS
+ return "IOS";
+#elif UNITY_ANDROID
+ return "Android";
+#else
+ return "StandaloneWindows";
+#endif
+ }
+ }
+
+ ///
+ /// 加载AB包
+ ///
+ ///
+ public void LoadAB( string abName )
+ {
+ //加载AB包
+ if (mainAB == null)
+ {
+ mainAB = AssetBundle.LoadFromFile(PathUrl + MainABName);
+ manifest = mainAB.LoadAsset("AssetBundleManifest");
+ }
+ //我们获取依赖包相关信息
+ AssetBundle ab = null;
+ string[] strs = manifest.GetAllDependencies(abName);
+ for (int i = 0; i < strs.Length; i++)
+ {
+ //判断包是否加载过
+ if (!abDic.ContainsKey(strs[i]))
+ {
+ ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
+ abDic.Add(strs[i], ab);
+ }
+ }
+ //加载资源来源包
+ //如果没有加载过 再加载
+ if (!abDic.ContainsKey(abName))
+ {
+ ab = AssetBundle.LoadFromFile(PathUrl + abName);
+ abDic.Add(abName, ab);
+ }
+ }
+
+ //同步加载 不指定类型
+ public Object LoadRes(string abName, string resName)
+ {
+ //加载AB包
+ LoadAB(abName);
+ //为了外面方便 在加载资源时 判断一下 资源是不是GameObject
+ //如果是 直接实例化了 再返回给外部
+ Object obj = abDic[abName].LoadAsset(resName);
+ if (obj is GameObject)
+ return Instantiate(obj);
+ else
+ return obj;
+ }
+
+ //同步加载 根据type指定类型
+ public Object LoadRes(string abName, string resName, System.Type type)
+ {
+ //加载AB包
+ LoadAB(abName);
+ //为了外面方便 在加载资源时 判断一下 资源是不是GameObject
+ //如果是 直接实例化了 再返回给外部
+ Object obj = abDic[abName].LoadAsset(resName, type);
+ if (obj is GameObject)
+ return Instantiate(obj);
+ else
+ return obj;
+ }
+
+ //同步加载 根据泛型指定类型
+ public T LoadRes(string abName, string resName) where T:Object
+ {
+ //加载AB包
+ LoadAB(abName);
+ //为了外面方便 在加载资源时 判断一下 资源是不是GameObject
+ //如果是 直接实例化了 再返回给外部
+ T obj = abDic[abName].LoadAsset(resName);
+ if (obj is GameObject)
+ return Instantiate(obj);
+ else
+ return obj;
+ }
+
+ //异步加载的方法
+ //这里的异步加载 AB包并没有使用异步加载
+ //知识从AB包中 加载资源时 使用异步
+ //根据名字异步加载资源
+ public void LoadResAsync(string abName, string resName, UnityAction