using UnityEngine;
using System.Collections;
using System; public class testLoadFromAB : MonoBehaviour { IEnumerator DownloadAndCache()
{
while (!Caching.ready)
yield return null; //注意,从本地加载时,必须使用前缀 file:///或file://,从网络加载则使用 http://,这两种协议可以在iphone和WINDOWS, 安卓上通用
//UNITY MANUAL:
//http://, https:// and file:// protocols are supported on iPhone.
//ftp:// protocol support is limited to anonymous downloads only. Other protocols are not supported.
//WWW www = WWW.LoadFromCacheOrDownload ("file:///Z:/unity/learn-test/Assets/AssetBundles/cubes.unity3d", 22);
Debug.Log (Application.dataPath);
Debug.Log (Application.streamingAssetsPath);
Debug.Log (Application.persistentDataPath);
Debug.Log (Application.temporaryCachePath);
AssetBundle bundle = AssetBundle.LoadFromFile ("Assets/AssetBundles/cubes.unity3d");
// yield return www;
// if(!string.IsNullOrEmpty (www.error)){//有些平台不支持string为null,这种写法可以避免意外
// Debug.LogError (www.error);
// yield break;
// } //AssetBundle bundle = www.assetBundle; //注意必须使用Instantiate实例化出来才能将两个CUBE显示到场景中
//Instantiate实际上复制,浅复制,destroy也是浅销毁,只销毁物体本身不管物体的引用。
//prefab与gameobject一样,有些组件是引用的,比如材质贴图。
//loadasset去加载一个prefab时,会把此预设用到的所有资源都加载到内存,比如材质贴图。
Instantiate (bundle.LoadAsset ("DecalCube2"));
Instantiate (bundle.LoadAsset ("DecalCube3")) ; //参数为true时,将销毁所有从loadasset加载出来的资源,比如DecalCube2.prefab的材质与贴图。
//虽然我们使用了Instantiate对DecalCube2.prefab进行了复制,但只是浅复制,当bundle.Unload (true)时
//贴图被释放,我们的prefab就会丢失贴图变为紫色。
bundle.Unload (true); }
// Use this for initialization
void Start () {
StartCoroutine ("DownloadAndCache");
} // Update is called once per frame
void Update () { }
}