unity3d 资源打包加密

2020-01-08 17:41:26 浏览数 (1)

资源打包脚本,放到AssetsEditor 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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