removed old assetbundle logic to make the apk smaller

This commit is contained in:
2018-11-24 15:26:19 +01:00
parent dc5fe321c7
commit f60135918c
155 changed files with 0 additions and 541812 deletions

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@@ -1,34 +0,0 @@
ManifestFileVersion: 0
CRC: 1852510443
AssetBundleManifest:
AssetBundleInfos:
Info_0:
Name: speer
Dependencies: {}
Info_1:
Name: hellebarde
Dependencies: {}
Info_2:
Name: morgenstern
Dependencies: {}
Info_3:
Name: malchus
Dependencies: {}
Info_4:
Name: nierendolch
Dependencies: {}
Info_5:
Name: kelch
Dependencies: {}
Info_6:
Name: degen
Dependencies: {}
Info_7:
Name: sturmgabel
Dependencies: {}
Info_8:
Name: eisenhut
Dependencies: {}
Info_9:
Name: armbrust
Dependencies: {}

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@@ -1,31 +0,0 @@
ManifestFileVersion: 0
CRC: 400987485
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: b1967a2561e0aec615a9b22c41683862
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
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Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/armbrust/Materials/Material.003.mat
- Assets/AssetBundleSource/armbrust/armbrust_final.obj
Dependencies: []

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@@ -1,33 +0,0 @@
ManifestFileVersion: 0
CRC: 604087349
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 36a0f333c93f94ba9a674bb498e1697e
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
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Script: {instanceID: 0}
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Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/schweizer degen/tex.png
- Assets/AssetBundleSource/schweizer degen/degen.obj
- Assets/AssetBundleSource/schweizer degen/Materials/material_0.mat
- Assets/AssetBundleSource/schweizer degen/Materials/Material.002.mat
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 473574436
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 0720c9ac176ca9920d09bf98ce1e6234
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
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Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/helm/Materials/Material.002.mat
- Assets/AssetBundleSource/helm/helm.obj
- Assets/AssetBundleSource/helm/tex.png
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 3860512359
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 81eeec90523a84e8ba43e44fd8f009aa
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
- Class: 21
Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/hellebarde/tex.png
- Assets/AssetBundleSource/hellebarde/hellebarde.obj
- Assets/AssetBundleSource/hellebarde/Materials/Material.002.mat
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 759814072
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: b1ebbec3b1c80554c9246c3c7075f487
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
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Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/kelch/Materials/Material.002.mat
- Assets/AssetBundleSource/kelch/tex.png
- Assets/AssetBundleSource/kelch/kelch.obj
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 15611662
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 76c6ee4d031398d38d0783836d83b6ac
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
- Class: 21
Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/malchus/tex.png
- Assets/AssetBundleSource/malchus/malchus.obj
- Assets/AssetBundleSource/malchus/Materials/Material.002.mat
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 1066027135
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: e42caca1f5d1a0f43d5b8b43e81043a1
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
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Script: {instanceID: 0}
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Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/morgenstern/Materials/Material.002.mat
- Assets/AssetBundleSource/morgenstern/morgenstern.obj
- Assets/AssetBundleSource/morgenstern/tex.png
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 1196760978
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 004551c4f63245db1fa0ae56a5b1a7af
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
- Class: 21
Script: {instanceID: 0}
- Class: 23
Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/nierendolch/Materials/material_0.mat
- Assets/AssetBundleSource/nierendolch/dolch.obj
- Assets/AssetBundleSource/nierendolch/Materials/Material.002.mat
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 2362978770
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 97111b31b8430248319bf5550916501a
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
- Class: 21
Script: {instanceID: 0}
- Class: 23
Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/speer/speer.obj
- Assets/AssetBundleSource/speer/tex.png
- Assets/AssetBundleSource/speer/Materials/Material.002.mat
Dependencies: []

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@@ -1,32 +0,0 @@
ManifestFileVersion: 0
CRC: 1104280982
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 04ad86ba6069e3599b9d497a2ae6ec71
TypeTreeHash:
serializedVersion: 2
Hash: bc193d49e7d16f71ac778acf3c7bfc27
HashAppended: 0
ClassTypes:
- Class: 1
Script: {instanceID: 0}
- Class: 4
Script: {instanceID: 0}
- Class: 21
Script: {instanceID: 0}
- Class: 23
Script: {instanceID: 0}
- Class: 28
Script: {instanceID: 0}
- Class: 33
Script: {instanceID: 0}
- Class: 43
Script: {instanceID: 0}
- Class: 48
Script: {instanceID: 0}
Assets:
- Assets/AssetBundleSource/sturmgabel/tex.png
- Assets/AssetBundleSource/sturmgabel/Materials/Material.002.mat
- Assets/AssetBundleSource/sturmgabel/sturmgabel.obj
Dependencies: []

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 5655f2df14d0849eb806dc1f452f8730
folderAsset: yes
timeCreated: 1431881326
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,220 +0,0 @@
using UnityEngine;
using System.Collections;
namespace AssetBundles
{
public abstract class AssetBundleLoadOperation : IEnumerator
{
public object Current
{
get
{
return null;
}
}
public bool MoveNext()
{
return !IsDone();
}
public void Reset()
{
}
abstract public bool Update ();
abstract public bool IsDone ();
}
#if UNITY_EDITOR
public class AssetBundleLoadLevelSimulationOperation : AssetBundleLoadOperation
{
AsyncOperation m_Operation = null;
public AssetBundleLoadLevelSimulationOperation (string assetBundleName, string levelName, bool isAdditive)
{
string[] levelPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(assetBundleName, levelName);
if (levelPaths.Length == 0)
{
///@TODO: The error needs to differentiate that an asset bundle name doesn't exist
// from that there right scene does not exist in the asset bundle...
Debug.LogError("There is no scene with name \"" + levelName + "\" in " + assetBundleName);
return;
}
if (isAdditive)
m_Operation = UnityEditor.EditorApplication.LoadLevelAdditiveAsyncInPlayMode(levelPaths[0]);
else
m_Operation = UnityEditor.EditorApplication.LoadLevelAsyncInPlayMode(levelPaths[0]);
}
public override bool Update ()
{
return false;
}
public override bool IsDone ()
{
return m_Operation == null || m_Operation.isDone;
}
}
#endif
public class AssetBundleLoadLevelOperation : AssetBundleLoadOperation
{
protected string m_AssetBundleName;
protected string m_LevelName;
protected bool m_IsAdditive;
protected string m_DownloadingError;
protected AsyncOperation m_Request;
public AssetBundleLoadLevelOperation (string assetbundleName, string levelName, bool isAdditive)
{
m_AssetBundleName = assetbundleName;
m_LevelName = levelName;
m_IsAdditive = isAdditive;
}
public override bool Update ()
{
if (m_Request != null)
return false;
LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle (m_AssetBundleName, out m_DownloadingError);
if (bundle != null)
{
if (m_IsAdditive)
m_Request = Application.LoadLevelAdditiveAsync (m_LevelName);
else
m_Request = Application.LoadLevelAsync (m_LevelName);
return false;
}
else
return true;
}
public override bool IsDone ()
{
// Return if meeting downloading error.
// m_DownloadingError might come from the dependency downloading.
if (m_Request == null && m_DownloadingError != null)
{
Debug.LogError(m_DownloadingError);
return true;
}
return m_Request != null && m_Request.isDone;
}
}
public abstract class AssetBundleLoadAssetOperation : AssetBundleLoadOperation
{
public abstract T GetAsset<T>() where T : UnityEngine.Object;
}
public class AssetBundleLoadAssetOperationSimulation : AssetBundleLoadAssetOperation
{
Object m_SimulatedObject;
public AssetBundleLoadAssetOperationSimulation (Object simulatedObject)
{
m_SimulatedObject = simulatedObject;
}
public override T GetAsset<T>()
{
return m_SimulatedObject as T;
}
public override bool Update ()
{
return false;
}
public override bool IsDone ()
{
return true;
}
}
public class AssetBundleLoadAssetOperationFull : AssetBundleLoadAssetOperation
{
protected string m_AssetBundleName;
protected string m_AssetName;
protected string m_DownloadingError;
protected System.Type m_Type;
protected AssetBundleRequest m_Request = null;
public AssetBundleLoadAssetOperationFull (string bundleName, string assetName, System.Type type)
{
m_AssetBundleName = bundleName;
m_AssetName = assetName;
m_Type = type;
}
public override T GetAsset<T>()
{
if (m_Request != null && m_Request.isDone)
return m_Request.asset as T;
else
return null;
}
// Returns true if more Update calls are required.
public override bool Update ()
{
if (m_Request != null)
return false;
LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle (m_AssetBundleName, out m_DownloadingError);
if (bundle != null)
{
///@TODO: When asset bundle download fails this throws an exception...
m_Request = bundle.m_AssetBundle.LoadAssetAsync (m_AssetName, m_Type);
return false;
}
else
{
return true;
}
}
public override bool IsDone ()
{
// Return if meeting downloading error.
// m_DownloadingError might come from the dependency downloading.
if (m_Request == null && m_DownloadingError != null)
{
Debug.LogError(m_DownloadingError);
return true;
}
return m_Request != null && m_Request.isDone;
}
}
public class AssetBundleLoadManifestOperation : AssetBundleLoadAssetOperationFull
{
public AssetBundleLoadManifestOperation (string bundleName, string assetName, System.Type type)
: base(bundleName, assetName, type)
{
}
public override bool Update ()
{
base.Update();
if (m_Request != null && m_Request.isDone)
{
AssetBundleManager.AssetBundleManifestObject = GetAsset<AssetBundleManifest>();
return false;
}
else
return true;
}
}
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: c487cbb6e41638c48ad9675dcfafb3ce
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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@@ -1,503 +0,0 @@
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
using System.Collections.Generic;
/*
In this demo, we demonstrate:
1. Automatic asset bundle dependency resolving & loading.
It shows how to use the manifest assetbundle like how to get the dependencies etc.
2. Automatic unloading of asset bundles (When an asset bundle or a dependency thereof is no longer needed, the asset bundle is unloaded)
3. Editor simulation. A bool defines if we load asset bundles from the project or are actually using asset bundles(doesn't work with assetbundle variants for now.)
With this, you can player in editor mode without actually building the assetBundles.
4. Optional setup where to download all asset bundles
5. Build pipeline build postprocessor, integration so that building a player builds the asset bundles and puts them into the player data (Default implmenetation for loading assetbundles from disk on any platform)
6. Use WWW.LoadFromCacheOrDownload and feed 128 bit hash to it when downloading via web
You can get the hash from the manifest assetbundle.
7. AssetBundle variants. A prioritized list of variants that should be used if the asset bundle with that variant exists, first variant in the list is the most preferred etc.
*/
namespace AssetBundles
{
// Loaded assetBundle contains the references count which can be used to unload dependent assetBundles automatically.
public class LoadedAssetBundle
{
public AssetBundle m_AssetBundle;
public int m_ReferencedCount;
public LoadedAssetBundle(AssetBundle assetBundle)
{
m_AssetBundle = assetBundle;
m_ReferencedCount = 1;
}
}
// Class takes care of loading assetBundle and its dependencies automatically, loading variants automatically.
public class AssetBundleManager : MonoBehaviour
{
public enum LogMode { All, JustErrors };
public enum LogType { Info, Warning, Error };
static LogMode m_LogMode = LogMode.All;
static string m_BaseDownloadingURL = "";
static string[] m_ActiveVariants = { };
static AssetBundleManifest m_AssetBundleManifest = null;
#if UNITY_EDITOR
static int m_SimulateAssetBundleInEditor = -1;
const string kSimulateAssetBundles = "SimulateAssetBundles";
#endif
static Dictionary<string, LoadedAssetBundle> m_LoadedAssetBundles = new Dictionary<string, LoadedAssetBundle> ();
static Dictionary<string, WWW> m_DownloadingWWWs = new Dictionary<string, WWW> ();
static Dictionary<string, string> m_DownloadingErrors = new Dictionary<string, string> ();
static List<AssetBundleLoadOperation> m_InProgressOperations = new List<AssetBundleLoadOperation> ();
static Dictionary<string, string[]> m_Dependencies = new Dictionary<string, string[]> ();
public static LogMode logMode
{
get { return m_LogMode; }
set { m_LogMode = value; }
}
// The base downloading url which is used to generate the full downloading url with the assetBundle names.
public static string BaseDownloadingURL
{
get { return m_BaseDownloadingURL; }
set { m_BaseDownloadingURL = value; }
}
// Variants which is used to define the active variants.
public static string[] ActiveVariants
{
get { return m_ActiveVariants; }
set { m_ActiveVariants = value; }
}
// AssetBundleManifest object which can be used to load the dependecies and check suitable assetBundle variants.
public static AssetBundleManifest AssetBundleManifestObject
{
set {m_AssetBundleManifest = value; }
}
private static void Log(LogType logType, string text)
{
if (logType == LogType.Error)
Debug.LogError("[AssetBundleManager] " + text);
else if (m_LogMode == LogMode.All)
Debug.Log("[AssetBundleManager] " + text);
}
#if UNITY_EDITOR
// Flag to indicate if we want to simulate assetBundles in Editor without building them actually.
public static bool SimulateAssetBundleInEditor
{
get
{
if (m_SimulateAssetBundleInEditor == -1)
m_SimulateAssetBundleInEditor = EditorPrefs.GetBool(kSimulateAssetBundles, true) ? 1 : 0;
return m_SimulateAssetBundleInEditor != 0;
}
set
{
int newValue = value ? 1 : 0;
if (newValue != m_SimulateAssetBundleInEditor)
{
m_SimulateAssetBundleInEditor = newValue;
EditorPrefs.SetBool(kSimulateAssetBundles, value);
}
}
}
#endif
private static string GetStreamingAssetsPath()
{
if (Application.isEditor)
return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
else if (Application.isMobilePlatform || Application.isConsolePlatform)
return Application.streamingAssetsPath;
else // For standalone player.
return "file://" + Application.streamingAssetsPath;
}
public static void SetSourceAssetBundleDirectory(string relativePath)
{
BaseDownloadingURL = GetStreamingAssetsPath() + relativePath;
}
public static void SetSourceAssetBundleURL(string absolutePath)
{
BaseDownloadingURL = absolutePath + Utility.GetPlatformName() + "/";
}
public static void SetDevelopmentAssetBundleServer()
{
#if UNITY_EDITOR
// If we're in Editor simulation mode, we don't have to setup a download URL
if (SimulateAssetBundleInEditor)
return;
#endif
TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
string url = (urlFile != null) ? urlFile.text.Trim() : null;
if (url == null || url.Length == 0)
{
Debug.LogError("Development Server URL could not be found.");
//AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
}
else
{
AssetBundleManager.SetSourceAssetBundleURL(url);
}
}
// Get loaded AssetBundle, only return vaild object when all the dependencies are downloaded successfully.
static public LoadedAssetBundle GetLoadedAssetBundle (string assetBundleName, out string error)
{
if (m_DownloadingErrors.TryGetValue(assetBundleName, out error) )
return null;
LoadedAssetBundle bundle = null;
m_LoadedAssetBundles.TryGetValue(assetBundleName, out bundle);
if (bundle == null)
return null;
// No dependencies are recorded, only the bundle itself is required.
string[] dependencies = null;
if (!m_Dependencies.TryGetValue(assetBundleName, out dependencies) )
return bundle;
// Make sure all dependencies are loaded
foreach(var dependency in dependencies)
{
if (m_DownloadingErrors.TryGetValue(assetBundleName, out error) )
return bundle;
// Wait all the dependent assetBundles being loaded.
LoadedAssetBundle dependentBundle;
m_LoadedAssetBundles.TryGetValue(dependency, out dependentBundle);
if (dependentBundle == null)
return null;
}
return bundle;
}
static public AssetBundleLoadManifestOperation Initialize ()
{
return Initialize(Utility.GetPlatformName());
}
// Load AssetBundleManifest.
static public AssetBundleLoadManifestOperation Initialize (string manifestAssetBundleName)
{
#if UNITY_EDITOR
Log (LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled"));
#endif
var go = new GameObject("AssetBundleManager", typeof(AssetBundleManager));
DontDestroyOnLoad(go);
#if UNITY_EDITOR
// If we're in Editor simulation mode, we don't need the manifest assetBundle.
if (SimulateAssetBundleInEditor)
return null;
#endif
LoadAssetBundle(manifestAssetBundleName, true);
var operation = new AssetBundleLoadManifestOperation (manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest));
m_InProgressOperations.Add (operation);
return operation;
}
// Load AssetBundle and its dependencies.
static protected void LoadAssetBundle(string assetBundleName, bool isLoadingAssetBundleManifest = false)
{
Log(LogType.Info, "Loading Asset Bundle " + (isLoadingAssetBundleManifest ? "Manifest: " : ": ") + assetBundleName);
#if UNITY_EDITOR
// If we're in Editor simulation mode, we don't have to really load the assetBundle and its dependencies.
if (SimulateAssetBundleInEditor)
return;
#endif
if (!isLoadingAssetBundleManifest)
{
if (m_AssetBundleManifest == null)
{
Debug.LogError("Please initialize AssetBundleManifest by calling AssetBundleManager.Initialize()");
return;
}
}
// Check if the assetBundle has already been processed.
bool isAlreadyProcessed = LoadAssetBundleInternal(assetBundleName, isLoadingAssetBundleManifest);
// Load dependencies.
if (!isAlreadyProcessed && !isLoadingAssetBundleManifest)
LoadDependencies(assetBundleName);
}
// Remaps the asset bundle name to the best fitting asset bundle variant.
static protected string RemapVariantName(string assetBundleName)
{
string[] bundlesWithVariant = m_AssetBundleManifest.GetAllAssetBundlesWithVariant();
string[] split = assetBundleName.Split('.');
int bestFit = int.MaxValue;
int bestFitIndex = -1;
// Loop all the assetBundles with variant to find the best fit variant assetBundle.
for (int i = 0; i < bundlesWithVariant.Length; i++)
{
string[] curSplit = bundlesWithVariant[i].Split('.');
if (curSplit[0] != split[0])
continue;
int found = System.Array.IndexOf(m_ActiveVariants, curSplit[1]);
// If there is no active variant found. We still want to use the first
if (found == -1)
found = int.MaxValue-1;
if (found < bestFit)
{
bestFit = found;
bestFitIndex = i;
}
}
if (bestFit == int.MaxValue-1)
{
Debug.LogWarning("Ambigious asset bundle variant chosen because there was no matching active variant: " + bundlesWithVariant[bestFitIndex]);
}
if (bestFitIndex != -1)
{
return bundlesWithVariant[bestFitIndex];
}
else
{
return assetBundleName;
}
}
// Where we actuall call WWW to download the assetBundle.
static protected bool LoadAssetBundleInternal (string assetBundleName, bool isLoadingAssetBundleManifest)
{
// Already loaded.
LoadedAssetBundle bundle = null;
m_LoadedAssetBundles.TryGetValue(assetBundleName, out bundle);
if (bundle != null)
{
bundle.m_ReferencedCount++;
return true;
}
// @TODO: Do we need to consider the referenced count of WWWs?
// In the demo, we never have duplicate WWWs as we wait LoadAssetAsync()/LoadLevelAsync() to be finished before calling another LoadAssetAsync()/LoadLevelAsync().
// But in the real case, users can call LoadAssetAsync()/LoadLevelAsync() several times then wait them to be finished which might have duplicate WWWs.
if (m_DownloadingWWWs.ContainsKey(assetBundleName) )
return true;
WWW download = null;
string url = m_BaseDownloadingURL + assetBundleName;
// For manifest assetbundle, always download it as we don't have hash for it.
if (isLoadingAssetBundleManifest)
download = new WWW(url);
else
download = WWW.LoadFromCacheOrDownload(url, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName), 0);
m_DownloadingWWWs.Add(assetBundleName, download);
return false;
}
// Where we get all the dependencies and load them all.
static protected void LoadDependencies(string assetBundleName)
{
if (m_AssetBundleManifest == null)
{
Debug.LogError("Please initialize AssetBundleManifest by calling AssetBundleManager.Initialize()");
return;
}
// Get dependecies from the AssetBundleManifest object..
string[] dependencies = m_AssetBundleManifest.GetAllDependencies(assetBundleName);
if (dependencies.Length == 0)
return;
for (int i=0;i<dependencies.Length;i++)
dependencies[i] = RemapVariantName (dependencies[i]);
// Record and load all dependencies.
m_Dependencies.Add(assetBundleName, dependencies);
for (int i=0;i<dependencies.Length;i++)
LoadAssetBundleInternal(dependencies[i], false);
}
// Unload assetbundle and its dependencies.
static public void UnloadAssetBundle(string assetBundleName)
{
#if UNITY_EDITOR
// If we're in Editor simulation mode, we don't have to load the manifest assetBundle.
if (SimulateAssetBundleInEditor)
return;
#endif
//Debug.Log(m_LoadedAssetBundles.Count + " assetbundle(s) in memory before unloading " + assetBundleName);
UnloadAssetBundleInternal(assetBundleName);
UnloadDependencies(assetBundleName);
//Debug.Log(m_LoadedAssetBundles.Count + " assetbundle(s) in memory after unloading " + assetBundleName);
}
static protected void UnloadDependencies(string assetBundleName)
{
string[] dependencies = null;
if (!m_Dependencies.TryGetValue(assetBundleName, out dependencies) )
return;
// Loop dependencies.
foreach(var dependency in dependencies)
{
UnloadAssetBundleInternal(dependency);
}
m_Dependencies.Remove(assetBundleName);
}
static protected void UnloadAssetBundleInternal(string assetBundleName)
{
string error;
LoadedAssetBundle bundle = GetLoadedAssetBundle(assetBundleName, out error);
if (bundle == null)
return;
if (--bundle.m_ReferencedCount == 0)
{
bundle.m_AssetBundle.Unload(false);
m_LoadedAssetBundles.Remove(assetBundleName);
Log(LogType.Info, assetBundleName + " has been unloaded successfully");
}
}
void Update()
{
// Collect all the finished WWWs.
var keysToRemove = new List<string>();
foreach (var keyValue in m_DownloadingWWWs)
{
WWW download = keyValue.Value;
// If downloading fails.
if (download.error != null)
{
m_DownloadingErrors.Add(keyValue.Key, string.Format("Failed downloading bundle {0} from {1}: {2}", keyValue.Key, download.url, download.error));
keysToRemove.Add(keyValue.Key);
continue;
}
// If downloading succeeds.
if(download.isDone)
{
AssetBundle bundle = download.assetBundle;
if (bundle == null)
{
m_DownloadingErrors.Add(keyValue.Key, string.Format("{0} is not a valid asset bundle.", keyValue.Key));
keysToRemove.Add(keyValue.Key);
continue;
}
//Debug.Log("Downloading " + keyValue.Key + " is done at frame " + Time.frameCount);
m_LoadedAssetBundles.Add(keyValue.Key, new LoadedAssetBundle(download.assetBundle) );
keysToRemove.Add(keyValue.Key);
}
}
// Remove the finished WWWs.
foreach( var key in keysToRemove)
{
WWW download = m_DownloadingWWWs[key];
m_DownloadingWWWs.Remove(key);
download.Dispose();
}
// Update all in progress operations
for (int i=0;i<m_InProgressOperations.Count;)
{
if (!m_InProgressOperations[i].Update())
{
m_InProgressOperations.RemoveAt(i);
}
else
i++;
}
}
// Load asset from the given assetBundle.
static public AssetBundleLoadAssetOperation LoadAssetAsync (string assetBundleName, string assetName, System.Type type)
{
Log(LogType.Info, "Loading " + assetName + " from " + assetBundleName + " bundle");
AssetBundleLoadAssetOperation operation = null;
#if UNITY_EDITOR
if (SimulateAssetBundleInEditor)
{
string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(assetBundleName, assetName);
if (assetPaths.Length == 0)
{
Debug.LogError("There is no asset with name \"" + assetName + "\" in " + assetBundleName);
return null;
}
// @TODO: Now we only get the main object from the first asset. Should consider type also.
Object target = AssetDatabase.LoadMainAssetAtPath(assetPaths[0]);
operation = new AssetBundleLoadAssetOperationSimulation (target);
}
else
#endif
{
assetBundleName = RemapVariantName (assetBundleName);
LoadAssetBundle (assetBundleName);
operation = new AssetBundleLoadAssetOperationFull (assetBundleName, assetName, type);
m_InProgressOperations.Add (operation);
}
return operation;
}
// Load level from the given assetBundle.
static public AssetBundleLoadOperation LoadLevelAsync (string assetBundleName, string levelName, bool isAdditive)
{
Log(LogType.Info, "Loading " + levelName + " from " + assetBundleName + " bundle");
AssetBundleLoadOperation operation = null;
#if UNITY_EDITOR
if (SimulateAssetBundleInEditor)
{
operation = new AssetBundleLoadLevelSimulationOperation(assetBundleName, levelName, isAdditive);
}
else
#endif
{
assetBundleName = RemapVariantName(assetBundleName);
LoadAssetBundle (assetBundleName);
operation = new AssetBundleLoadLevelOperation (assetBundleName, levelName, isAdditive);
m_InProgressOperations.Add (operation);
}
return operation;
}
} // End of AssetBundleManager.
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 6309cb12c9f62482c8451f716f97d470
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

View File

@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: ff5782c7c93fa460fb79d0aa4097c52b
folderAsset: yes
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 59c71df8bbeda4a1a994a635b0aa6675
timeCreated: 1431456701
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,30 +0,0 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace AssetBundles
{
public class AssetBundlesMenuItems
{
const string kSimulationMode = "Assets/AssetBundles/Simulation Mode";
[MenuItem(kSimulationMode)]
public static void ToggleSimulationMode ()
{
AssetBundleManager.SimulateAssetBundleInEditor = !AssetBundleManager.SimulateAssetBundleInEditor;
}
[MenuItem(kSimulationMode, true)]
public static bool ToggleSimulationModeValidate ()
{
Menu.SetChecked(kSimulationMode, AssetBundleManager.SimulateAssetBundleInEditor);
return true;
}
[MenuItem ("Assets/AssetBundles/Build AssetBundles")]
static public void BuildAssetBundles ()
{
BuildScript.BuildAssetBundles();
}
}
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 0906f670aa52147688cf79b1e471f36d
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

View File

@@ -1,161 +0,0 @@
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
namespace AssetBundles
{
public class BuildScript
{
public static string overloadedDevelopmentServerURL = "";
public static void BuildAssetBundles()
{
// Choose the output path according to the build target.
string outputPath = Path.Combine(Utility.AssetBundlesOutputPath, Utility.GetPlatformName());
if (!Directory.Exists(outputPath) )
Directory.CreateDirectory (outputPath);
//@TODO: use append hash... (Make sure pipeline works correctly with it.)
BuildPipeline.BuildAssetBundles (outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
}
public static void WriteServerURL()
{
string downloadURL;
if (string.IsNullOrEmpty(overloadedDevelopmentServerURL) == false)
{
downloadURL = overloadedDevelopmentServerURL;
}
else
{
IPHostEntry host;
string localIP = "";
host = Dns.GetHostEntry(Dns.GetHostName());
foreach (IPAddress ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
localIP = ip.ToString();
break;
}
}
downloadURL = "http://"+localIP+":7888/";
}
string assetBundleManagerResourcesDirectory = "Assets/AssetBundleManager/Resources";
string assetBundleUrlPath = Path.Combine (assetBundleManagerResourcesDirectory, "AssetBundleServerURL.bytes");
Directory.CreateDirectory(assetBundleManagerResourcesDirectory);
File.WriteAllText(assetBundleUrlPath, downloadURL);
AssetDatabase.Refresh();
}
public static void BuildPlayer()
{
var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");
if (outputPath.Length == 0)
return;
string[] levels = GetLevelsFromBuildSettings();
if (levels.Length == 0)
{
Debug.Log("Nothing to build.");
return;
}
string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);
if (targetName == null)
return;
// Build and copy AssetBundles.
BuildScript.BuildAssetBundles();
WriteServerURL();
BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;
BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option);
}
public static void BuildStandalonePlayer()
{
var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");
if (outputPath.Length == 0)
return;
string[] levels = GetLevelsFromBuildSettings();
if (levels.Length == 0)
{
Debug.Log("Nothing to build.");
return;
}
string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);
if (targetName == null)
return;
// Build and copy AssetBundles.
BuildScript.BuildAssetBundles();
BuildScript.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, Utility.AssetBundlesOutputPath) );
AssetDatabase.Refresh();
BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;
BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option);
}
public static string GetBuildTargetName(BuildTarget target)
{
switch(target)
{
case BuildTarget.Android :
return "/test.apk";
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return "/test.exe";
case BuildTarget.StandaloneOSX:
return "/test.app";
case BuildTarget.WebGL:
return "";
// Add more build targets for your own.
default:
Debug.Log("Target not implemented.");
return null;
}
}
static void CopyAssetBundlesTo(string outputPath)
{
// Clear streaming assets folder.
FileUtil.DeleteFileOrDirectory(Application.streamingAssetsPath);
Directory.CreateDirectory(outputPath);
string outputFolder = Utility.GetPlatformName();
// Setup the source folder for assetbundles.
var source = Path.Combine(Path.Combine(System.Environment.CurrentDirectory, Utility.AssetBundlesOutputPath), outputFolder);
if (!System.IO.Directory.Exists(source) )
Debug.Log("No assetBundle output folder, try to build the assetBundles first.");
// Setup the destination folder for assetbundles.
var destination = System.IO.Path.Combine(outputPath, outputFolder);
if (System.IO.Directory.Exists(destination) )
FileUtil.DeleteFileOrDirectory(destination);
FileUtil.CopyFileOrDirectory(source, destination);
}
static string[] GetLevelsFromBuildSettings()
{
List<string> levels = new List<string>();
for(int i = 0 ; i < EditorBuildSettings.scenes.Length; ++i)
{
if (EditorBuildSettings.scenes[i].enabled)
levels.Add(EditorBuildSettings.scenes[i].path);
}
return levels.ToArray();
}
}
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: f19ef23648157ec49ab02b99bee74403
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

View File

@@ -1,128 +0,0 @@
using UnityEditor;
using UnityEngine;
using System.Text.RegularExpressions;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System;
namespace AssetBundles
{
class MonoInstallationFinder
{
public static string GetFrameWorksFolder()
{
var editorAppPath = EditorApplication.applicationPath;
if (Application.platform == RuntimePlatform.WindowsEditor)
return Path.Combine(Path.GetDirectoryName(editorAppPath), "Data");
else if (Application.platform == RuntimePlatform.OSXEditor)
return Path.Combine(editorAppPath, Path.Combine("Contents", "Frameworks"));
else // Linux...?
return Path.Combine(Path.GetDirectoryName(editorAppPath), "Data");
}
public static string GetProfileDirectory (BuildTarget target, string profile)
{
var monoprefix = GetMonoInstallation();
return Path.Combine(monoprefix, Path.Combine("lib", Path.Combine("mono", profile)));
}
public static string GetMonoInstallation()
{
#if INCLUDE_MONO_2_12
return GetMonoInstallation("MonoBleedingEdge");
#else
return GetMonoInstallation("Mono");
#endif
}
public static string GetMonoInstallation(string monoName)
{
return Path.Combine(GetFrameWorksFolder(), monoName);
}
}
class ExecuteInternalMono
{
private static readonly Regex UnsafeCharsWindows = new Regex("[^A-Za-z0-9\\_\\-\\.\\:\\,\\/\\@\\\\]");
private static readonly Regex UnescapeableChars = new Regex("[\\x00-\\x08\\x10-\\x1a\\x1c-\\x1f\\x7f\\xff]");
private static readonly Regex Quotes = new Regex("\"");
public ProcessStartInfo processStartInfo = null;
public static string PrepareFileName(string input)
{
if (Application.platform == RuntimePlatform.OSXEditor)
{
return EscapeCharsQuote(input);
}
return EscapeCharsWindows(input);
}
public static string EscapeCharsQuote(string input)
{
if (input.IndexOf('\'') == -1)
{
return "'" + input + "'";
}
if (input.IndexOf('"') == -1)
{
return "\"" + input + "\"";
}
return null;
}
public static string EscapeCharsWindows(string input)
{
if (input.Length == 0)
{
return "\"\"";
}
if (UnescapeableChars.IsMatch(input))
{
UnityEngine.Debug.LogWarning("Cannot escape control characters in string");
return "\"\"";
}
if (UnsafeCharsWindows.IsMatch(input))
{
return "\"" + Quotes.Replace(input, "\"\"") + "\"";
}
return input;
}
public static ProcessStartInfo GetProfileStartInfoForMono(string monodistribution, string profile, string executable, string arguments, bool setMonoEnvironmentVariables)
{
var monoexe = PathCombine(monodistribution, "bin", "mono");
var profileAbspath = PathCombine(monodistribution, "lib", "mono", profile);
if (Application.platform == RuntimePlatform.WindowsEditor)
monoexe = PrepareFileName(monoexe + ".exe");
var startInfo = new ProcessStartInfo
{
Arguments = PrepareFileName(executable) + " " + arguments,
CreateNoWindow = true,
FileName = monoexe,
RedirectStandardError = true,
RedirectStandardOutput = true,
WorkingDirectory = Application.dataPath + "/..",
UseShellExecute = false
};
if (setMonoEnvironmentVariables)
{
startInfo.EnvironmentVariables["MONO_PATH"] = profileAbspath;
startInfo.EnvironmentVariables["MONO_CFG_DIR"] = PathCombine(monodistribution, "etc");
}
return startInfo;
}
static string PathCombine(params string[] parts)
{
var path = parts[0];
for (var i = 1; i < parts.Length; ++i)
path = Path.Combine(path, parts[i]);
return path;
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 8127c6674aa9d419ebdf60f64e3bfbb9
timeCreated: 1431509895
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,99 +0,0 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System;
using System.Net;
using System.Threading;
using UnityEditor.Utils;
namespace AssetBundles
{
internal class LaunchAssetBundleServer : ScriptableSingleton<LaunchAssetBundleServer>
{
const string kLocalAssetbundleServerMenu = "Assets/AssetBundles/Local AssetBundle Server";
[SerializeField]
int m_ServerPID = 0;
[MenuItem (kLocalAssetbundleServerMenu)]
public static void ToggleLocalAssetBundleServer ()
{
bool isRunning = IsRunning();
if (!isRunning)
{
Run ();
}
else
{
KillRunningAssetBundleServer ();
}
}
[MenuItem (kLocalAssetbundleServerMenu, true)]
public static bool ToggleLocalAssetBundleServerValidate ()
{
bool isRunnning = IsRunning ();
Menu.SetChecked(kLocalAssetbundleServerMenu, isRunnning);
return true;
}
static bool IsRunning ()
{
if (instance.m_ServerPID == 0)
return false;
var process = Process.GetProcessById (instance.m_ServerPID);
if (process == null)
return false;
return !process.HasExited;
}
static void KillRunningAssetBundleServer ()
{
// Kill the last time we ran
try
{
if (instance.m_ServerPID == 0)
return;
var lastProcess = Process.GetProcessById (instance.m_ServerPID);
lastProcess.Kill();
instance.m_ServerPID = 0;
}
catch
{
}
}
static void Run ()
{
string pathToAssetServer = Path.Combine(Application.dataPath, "AssetBundleManager/Editor/AssetBundleServer.exe");
string pathToApp = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/'));
KillRunningAssetBundleServer();
BuildScript.WriteServerURL();
string args = Path.Combine (pathToApp, "AssetBundles");
args = string.Format("\"{0}\" {1}", args, Process.GetCurrentProcess().Id);
ProcessStartInfo startInfo = ExecuteInternalMono.GetProfileStartInfoForMono(MonoInstallationFinder.GetMonoInstallation("MonoBleedingEdge"), "4.0", pathToAssetServer, args, true);
startInfo.WorkingDirectory = Path.Combine(System.Environment.CurrentDirectory, "AssetBundles");
startInfo.UseShellExecute = false;
Process launchProcess = Process.Start(startInfo);
if (launchProcess == null || launchProcess.HasExited == true || launchProcess.Id == 0)
{
//Unable to start process
UnityEngine.Debug.LogError ("Unable Start AssetBundleServer process");
}
else
{
//We seem to have launched, let's save the PID
instance.m_ServerPID = launchProcess.Id;
}
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 23a84bb10f0e2473bbe44fcb9c23e157
timeCreated: 1429472835
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 22022de167524490db7116e26e11c5ba
folderAsset: yes
timeCreated: 1431881731
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1 +0,0 @@
http://192.168.1.115:7888/

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 412195e63b8901646adb12ef3f33f415
timeCreated: 1438698780
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,66 +0,0 @@
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AssetBundles
{
public class Utility
{
public const string AssetBundlesOutputPath = "AssetBundles";
public static string GetPlatformName()
{
#if UNITY_EDITOR
return GetPlatformForAssetBundles(EditorUserBuildSettings.activeBuildTarget);
#else
return GetPlatformForAssetBundles(Application.platform);
#endif
}
#if UNITY_EDITOR
private static string GetPlatformForAssetBundles(BuildTarget target)
{
switch(target)
{
case BuildTarget.Android:
return "Android";
case BuildTarget.iOS:
return "iOS";
case BuildTarget.WebGL:
return "WebGL";
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return "Windows";
case BuildTarget.StandaloneOSX:
return "OSX";
// Add more build targets for your own.
// If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
default:
return null;
}
}
#endif
private static string GetPlatformForAssetBundles(RuntimePlatform platform)
{
switch(platform)
{
case RuntimePlatform.Android:
return "Android";
case RuntimePlatform.IPhonePlayer:
return "iOS";
case RuntimePlatform.WebGLPlayer:
return "WebGL";
case RuntimePlatform.WindowsPlayer:
return "Windows";
case RuntimePlatform.OSXPlayer:
return "OSX";
// Add more build targets for your own.
// If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
default:
return null;
}
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: e5eb071745f174d8b8fd080714b40b93
timeCreated: 1431883330
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: a757002bdc8f9044a9a9dfe4c387eada
folderAsset: yes
timeCreated: 1505023916
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: a333fb7ce9e947f43a40b7b8d1eaae6b
folderAsset: yes
timeCreated: 1506094464
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: efc2f80251754fd4bbc474d693432382
folderAsset: yes
timeCreated: 1506094466
licenseType: Free
DefaultImporter:
userData:
assetBundleName: armbrust
assetBundleVariant:

View File

@@ -1,75 +0,0 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
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serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Material.003
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 9094fadfa196d4847968cb810446d759, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
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fileFormatVersion: 2
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