在资源包中加入脚本

脚本可作为文本资源 (TextAssets) 添加至资源包 (AssetBundles),但实际上,如此情况下的脚本将成为不可运行的代码。如需在资源包 (AssetBundles) 中添加可在应用程序中运行的代码,则需要将其预编译为程序集,并使用 Mono 映射 (Reflection) 类加载程序集(注意:映射不适用于 iOS)。您可在任意普通的 C# 集成开发环境 (IDE)(如 Monodevelop,Visual Studio)中创建程序集,或使用 mono/.net 编译器创建任何文本编辑器。

string url = "http://www.mywebsite.com/mygame/assetbundles/assetbundle1.unity3d";
IEnumerator Start () {
// Start a download of the given URL
WWW www = WWW.LoadFromCacheOrDownload (url, 1);

// Wait for download to complete
yield return www;

// Load and retrieve the AssetBundle
AssetBundle bundle = www.assetBundle;

// Load the TextAsset object
TextAsset txt = bundle.Load("myBinaryAsText", typeof(TextAsset)) as TextAsset;

// Load the assembly and get a type (class) from it
var assembly = System.Reflection.Assembly.Load(txt.bytes);
var type = assembly.GetType("MyClassDerivedFromMonoBehaviour");

// Instantiate a GameObject and add a component with the loaded class
GameObject go = new GameObject();
go.AddComponent(type);
}

返回资源包 (AssetBundles) 简介

Page last updated: 2013-06-26