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AssetBundleを使うサンプル
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using System; | |
using UnityEngine; | |
using System.Collections; | |
public class CachingLoadExample : MonoBehaviour | |
{ | |
void Start () | |
{ | |
// Clear Cache | |
Caching.CleanCache(); | |
#if UNITY_ANDROID && !UNITY_EDITOR | |
string url = "https://dl.dropboxusercontent.com/s/cc0lem0b9xrnf3h/Asset.unity3d.android.unity3d?dl=1&token_hash=AAGn46HI9bNZuksK-Pk8irAps0PJ5QER0NM_V2MqaBL49g"; | |
#elif UNITY_IPHONE && !UNITY_EDITOR | |
string url = "https://dl.dropboxusercontent.com/s/lp45cpfiv878gv0/Asset.unity3d.iphone.unity3d?dl=1&token_hash=AAHeyEv5Bf5YjbMfN_1sqCWayBKpFq_DdOMdKbHXm2Rv7w"; | |
#else | |
string url = "https://dl.dropboxusercontent.com/s/xfo6raqkrevuyyv/Asset.unity3d.unity3d?dl=1&token_hash=AAFDzt8IplClDP9oozDHFIhgrdnEgXwASEMY1i-cF6MgYg"; | |
#endif | |
StartCoroutine (DownloadAndCache ("Particle System", | |
url, | |
1)); | |
StartCoroutine (DownloadAndCache ("Sprite", | |
url, | |
1)); | |
} | |
public IEnumerator DownloadAndCache (string assetName, string url, int version = 1) | |
{ | |
// キャッシュシステムの準備が完了するのを待ちます | |
while (!Caching.ready) | |
yield return null; | |
// 同じバージョンが存在する場合はアセットバンドルをキャッシュからロードするか、またはダウンロードしてキャッシュに格納します。 | |
using (WWW www = WWW.LoadFromCacheOrDownload (url, version)) { | |
yield return www; | |
if (www.error != null) { | |
throw new Exception ("WWWダウンロードにエラーがありました:" + www.error); | |
} | |
AssetBundle bundle = www.assetBundle; | |
if (assetName == "") | |
Instantiate (bundle.mainAsset); | |
else | |
Instantiate (bundle.Load (assetName)); | |
// メモリ節約のため圧縮されたアセットバンドルのコンテンツをアンロード | |
bundle.Unload (false); | |
} // memory is freed from the web stream (www.Dispose() gets called implicitly) | |
Debug.Log(Caching.IsVersionCached(url, 1)); | |
Debug.Log("DownloadAndCache end"); | |
} | |
} |
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