资源打包脚本,放到Assets\Editor 文件夹下

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO; public class assetPack : Editor
{ /*
[MenuItem("Custom Editor/Build AssetBundle From Selection - Track dependencies")]
static void ExportResource2()
{
// 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/Build AssetBundle Complited to bytes")]
static void ExportResource5()
{
// 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, BuildTarget.StandaloneWindows);
Selection.objects = selection; FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length];
fs.Read(buff, 0, (int)fs.Length);
string password = "shanghaichaolan";
packXor(buff,buff.Length,password);
Debug.Log("filelength:"+ buff.Length);
fs.Close();
File.Delete(path); string BinPath = path.Substring(0, path.LastIndexOf('.')) + ".bytes";
FileStream cfs = new FileStream(BinPath,FileMode.Create);
cfs.Write(buff, 0, buff.Length);
Debug.Log("filelength:" + buff.Length);
buff = null;
cfs.Close(); }
}
*/ [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()
{
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{ FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length];
fs.Read(buff, 0, (int)fs.Length);
string password = "shanghaichaolan";
packXor(buff, buff.Length, password);
Debug.Log("filelength:" + buff.Length);
fs.Close();
File.Delete(path); string BinPath = path.Substring(0, path.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, 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

using UnityEngine;
using System.Collections; public class loadnew : MonoBehaviour
{
public string filename;
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;
Instantiate(bundle.mainAsset); } 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 ="shanghaichaolan";
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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