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资源打包脚本,放到Assets\Editor 文件夹下
专注于为中小企业提供成都做网站、成都网站建设服务,电脑端+手机端+微信端的三站合一,更高效的管理,为中小企业涞水免费做网站提供优质的服务。我们立足成都,凝聚了一批互联网行业人才,有力地推动了千余家企业的稳健成长,帮助中小企业通过网站建设实现规模扩充和转变。using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class assetPack : Editor
{
[MenuItem("Custom Editor/Save Scene2")]
static void ExportResource()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
}
[MenuItem("Custom Editor/Make unity3d file to bytes file")]
static void ExportResourceNoTrackSS()
{
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
foreach(Object obj in selection)
{
string path2 = AssetDatabase.GetAssetPath(obj);
FileStream fs = new FileStream(path2, FileMode.Open, FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length];
fs.Read(buff, 0, (int)fs.Length);
string password = "llh";
packXor(buff, buff.Length, password);
Debug.Log("filelength:" + buff.Length);
fs.Close();
string BinPath = path2.Substring(0, path2.LastIndexOf('.')) + ".bytes";
FileStream cfs = new FileStream(BinPath, FileMode.Create);
cfs.Write(buff, 0, buff.Length);
Debug.Log("filelength:" + buff.Length);
buff = null;
cfs.Close();
}
}
static void packXor(byte[] _data, int _len, string _pstr)
{
int length = _len;
int strCount = 0;
for (int i = 0; i < length; ++i)
{
if (strCount >= _pstr.Length)
strCount = 0;
_data[i] ^= (byte)_pstr[strCount++];
}
}
}
菜单上就会出现两个子菜单, 把要打包的资源做成Prefab,选中资源,然后菜单Custom Editor/Save Scene2 输入名字新生成的文件,再选中新生成的文件,点击菜单Custom Editor/Make unity3d file to bytes file 输入名字
又生成了一个文件,再点击这个文件,菜单Custom Editor/Save Scene2 ,这样就打包加密好了
即打包AssetBundle之后加密再重新打包AssetBundle(能否直接加密打包?显然是不行的,加载资源时,LoadBundle会通过解密之后的字节重新创建AssetBundle,所以必须先打包出AssetBundle)
加载打包资源
using UnityEngine;
using System.Collections;
public class loadnew : MonoBehaviour
{
public string filename = "My Resource";
private string BundleURL;
private string AssetName;
void Start()
{
//StartCoroutine(loadScenee());
StartCoroutine(LoadResource());
}
IEnumerator loadScenee()
{
string path;
path = "file://" + Application.dataPath + "/" + filename + ".unity3d";
Debug.Log(path);
WWW www = new WWW(path);
yield return www;
AssetBundle bundle = www.assetBundle;
//GameObject go = bundle.Load("gCube",typeof(GameObject)) as GameObject;
GameObject ObjScene = Instantiate(www.assetBundle.mainAsset) as GameObject;
bundle.Unload(false);
}
IEnumerator LoadResource()
{
BundleURL = "file://" + Application.dataPath + "/" + filename + ".unity3d";
Debug.Log("path:" + BundleURL);
WWW m_Download = new WWW(BundleURL);
yield return m_Download;
if (m_Download.error != null)
{
// Debug.LogError(m_Download.error);
Debug.LogError("Warning errow: " + "NewScene");
yield break;
}
TextAsset txt = m_Download.assetBundle.Load(filename, typeof(TextAsset)) as TextAsset;
byte[] data = txt.bytes;
byte[] decryptedData = Decryption(data);
Debug.Log("decryptedData length:" + decryptedData.Length);
StartCoroutine(LoadBundle(decryptedData));
}
IEnumerator LoadBundle(byte[] decryptedData)
{
AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);
yield return acr;
AssetBundle bundle = acr.assetBundle;
GameObject obj = (GameObject)Instantiate(bundle.mainAsset);
//obj.SetActive (true);
}
byte[] Decryption(byte[] data)
{
byte[] tmp = new byte[data.Length];
for (int i = 0; i < data.Length; i++)
{
tmp[i] = data[i];
}
// shanghaichaolan
string password ="llh";
packXor(tmp,tmp.Length,password);
return tmp;
}
static void packXor(byte[] _data, int _len, string _pstr)
{
int length = _len;
int strCount = 0;
for (int i = 0; i < length; ++i)
{
if (strCount >= _pstr.Length)
strCount = 0;
_data[i] ^= (byte)_pstr[strCount++];
}
}
void update()
{
}
}
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