unity3d 资源打包加密

发布时间:2019-09-03 09:11:54编辑:auto阅读(1551)

    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/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()

    {

    Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

    foreach(Object obj in selection)

    {

    string path1 = AssetDatabase.GetAssetPath(obj);

    FileStream fs = new FileStream(path1, FileMode.Open, FileAccess.ReadWrite);

    byte[] buff = new byte[fs.Length];

    fs.Read(buff, 0, (int)fs.Length);

    string password = "llh";

    packXor(buff, buff.Length, password);

    Debug.Log("filelength:" + buff.Length);

    fs.Close();

    string BinPath = path1.Substring(0, path1.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子菜单, 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

    即打包AssetBundle之后加密再重新打包AssetBundle(能否直接加密打包?显然是不行的,加载资源时,LoadBundle会通过解密之后的字节重新创建AssetBundle,所以必须先打包出AssetBundle)


    加载打包资源

    using UnityEngine;

    using System.Collections;


    public class loadnew : MonoBehaviour

    {

    public string filename = "My Resource";

    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;

    GameObject obj =  (GameObject)Instantiate(bundle.mainAsset);

    //obj.SetActive (true);

    }

    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 ="llh";

    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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