Unity微信小游戏 加载远程AB包出现构建平台错误的报错问题?
团结引擎 1.2.3 打包工具,使用 AssetBundles-Browser-1.7.0 [图片] 打包内容,本地和UOS [图片][图片] Unity远程加载代码 public class AssetBundlesManager : SingletonMonoBehaviour<AssetBundlesManager>
{
// 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 readonly Dictionary<string, AssetBundle> _abDic = new();
/// <summary>
/// 状态锁
/// </summary>
private readonly HashSet<string> _loadingAbNames = new();
// 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;
// 依赖包获取用的配置文件
private AssetBundleManifest _manifest;
/// <summary>
/// 这个AB包存放路径 方便修改
/// </summary>
private static string PathUrl => Application.streamingAssetsPath + "/";
/// <summary>
/// 主包名 方便修改
/// </summary>
private static string MainAbName
{
get
{
#if UNITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android";
#elif UNITY_WEBGL
return "WebGL";
#else
return "PC";
#endif
}
}
/// <summary>
/// 生成字典 abName -> abNameWithHash
/// </summary>
/// <param name="abm"></param>
/// <returns></returns>
private Dictionary<string, string> GetAbNamesWithHash(AssetBundleManifest abm)
{
var hashNames = abm.GetAllAssetBundles();
var abNamesDict = new Dictionary<string, string>();
foreach (var hashName in hashNames)
{
// 需要注意AB后缀名,默认 .unity3d
var abName = GetSubstring(hashName);
abNamesDict.Add(abName, hashName);
}
return abNamesDict;
}
private static string GetSubstring(string hashName)
{
return Regex.Match(hashName,
"_[0-9a-f]{32}$").Success
? hashName.Substring(0, hashName.Length - 33)
: hashName;
}
/// <summary>
/// UnityWebRequest加载依赖
/// </summary>
/// <param name="abName"></param>
/// <returns></returns>
private IEnumerator LoadDependencies(string abName)
{
// 标记为正在加载
while (!_loadingAbNames.Add(abName))
{
yield return null;
}
// 加载主包
if (_mainAb is null)
{
var abRequest = UnityWebRequestAssetBundle.GetAssetBundle(PathUrl + MainAbName);
yield return abRequest.SendWebRequest();
if (abRequest.result != UnityWebRequest.Result.Success)
{
Debug.Log(abRequest.error);
yield break;
}
_mainAb = DownloadHandlerAssetBundle.GetContent(abRequest);
// 获取主包下的 AssetBundleManifest 资源文件(存有依赖信息)
_manifest = _mainAb.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
var hashNames = GetAbNamesWithHash(_manifest);
//获取ab带hash的完整文件名
var abNameWithHash = hashNames[abName];
// 加载依赖
AssetBundle ab;
var dependencies = _manifest.GetAllDependencies(abNameWithHash);
foreach (var key in dependencies)
{
var keyName = GetSubstring(key);
// 判断包是否加载过
if (!_abDic.ContainsKey(keyName))
{
var depRequest = UnityWebRequestAssetBundle.GetAssetBundle(PathUrl + key);
yield return depRequest.SendWebRequest();
if (depRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError(GetType() + "/ERROR/" + depRequest.error);
}
else
{
ab = (depRequest.downloadHandler as DownloadHandlerAssetBundle)?.assetBundle;
_abDic.Add(keyName, ab);
}
depRequest.Dispose();
}
}
// 加载资源来源包
// 如果没有加载过 再加载
if (!_abDic.ContainsKey(abName))
{
var depRequest = UnityWebRequestAssetBundle.GetAssetBundle(PathUrl + abNameWithHash);
yield return depRequest.SendWebRequest();
ab = DownloadHandlerAssetBundle.GetContent(depRequest);
_abDic.Add(abName, ab);
}
_loadingAbNames.Remove(abName); // 加载完成后移除标记
}
/// <summary>
/// UnityWebRequest加载
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
/// <typeparam name="T"></typeparam>
public void LoadByRequest<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
{
StartCoroutine(ReallyLoadByRequest(abName, resName, callBack));
}
private IEnumerator ReallyLoadByRequest<T>(string abName, string resName, UnityAction<T> callBack)
where T : Object
{
yield return StartCoroutine(LoadDependencies(abName));
if (!_abDic.ContainsKey(abName))
{
var hashNames = GetAbNamesWithHash(_manifest);
//获取ab带hash的完整文件名
var abNameWithHash = hashNames[abName];
var request = UnityWebRequestAssetBundle.GetAssetBundle(PathUrl + abNameWithHash);
yield return request.SendWebRequest();
if (request.result != UnityWebRequest.Result.Success)
{
Debug.Log("Request.error");
}
else
{
var ab = DownloadHandlerAssetBundle.GetContent(request);
_abDic[abName] = ab;
}
request.Dispose();
}
var loadedResource = _abDic[abName].LoadAsset<T>(resName);
callBack(loadedResource);
}
}
报错信息 Unity内正常使用,打包出来微信开发工具就失败 [图片]