アーカイブ は、あらゆるタイプのファイルを格納できる汎用パッケージ形式で、.zip ファイルに似ています。
Unity は ContentNamespace 内のマウントポイントにアーカイブをロードします。Unity がファイルをマウントすると、アプリケーションは Unity の仮想ファイルシステムを使用する Unity システムからアーカイブ内のファイルにアクセスできます。仮想ファイルシステムに直接アクセスするには AsyncReadManager を使用します。
以下の例では、ContentBuildInterface.ArchiveAndCompress 関数でアーカイブを作成し、ArchiveFileInterface.MountAsync 関数でアーカイブをマウントする方法を説明します。この例では、LZ4 圧縮を使用し、テキストファイルを 1 つ含むアーカイブを作成します。
using Unity.Collections.LowLevel.Unsafe;
using Unity.Content;
using Unity.IO.Archive;
using Unity.IO.LowLevel.Unsafe;
using UnityEngine;
# if UNITY_EDITOR
using UnityEditor.Build.Content;
# endif
public class SampleBehaviour : MonoBehaviour
{
# if UNITY_EDITOR
unsafe void CreateAndMountArchive()
{
// アーカイブを作成
ResourceFile[] rFiles = new ResourceFile[1];
ResourceFile rf = new ResourceFile();
rf.fileAlias = "file1.txt";
rf.fileName = "Assets/file1.txt";
rFiles[0] = rf;
string archivePath = System.IO.Path.Combine(Application.streamingAssetsPath, "myArchive");
ContentBuildInterface.ArchiveAndCompress(rFiles, archivePath, UnityEngine.BuildCompression.LZ4);
// アーカイブをマウント
var ns = ContentNamespace.GetOrCreateNamespace("MyNamespace123");
ArchiveHandle ahandle = ArchiveFileInterface.MountAsync(ns, archivePath, "a:");
ahandle.JobHandle.Complete();
string textFilePath = ahandle.GetMountPath() + "file1.txt"; // ns:/MyNamespace123/a:/file1.txt
ReadCommand cmd;
cmd.Size = 1024;
cmd.Buffer = UnsafeUtility.Malloc(cmd.Size, 4, Unity.Collections.Allocator.Temp);
cmd.Offset = 0;
NativeArray<ReadCommand> cmds = new NativeArray<ReadCommand>(1, Allocator.Persistent);
cmds[0] = cmd;
ReadHandle rHandle = AsyncReadManager.Read(textFilePath, (ReadCommand*)cmds.GetUnsafePtr(), 1);
rHandle.JobHandle.Complete();
rHandle.Dispose();
UnsafeUtility.Free(cmd.Buffer, Unity.Collections.Allocator.Temp);
cmds.Dipose():
}
# endif
}
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