using UnityEngine;
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using System;
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using Cysharp.Threading.Tasks;
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using ProjSG.Resource;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class ScriptableObjectLoader
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{
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public const string bundleName = "config/scriptableobject";
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public const string SoNewBieGuide_Suffix = "NewBieGuideStep_";
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public static NewBieGuideScriptableObject LoadSoNewBieGuideStep(int _id)
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{
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NewBieGuideScriptableObject config = null;
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if (!AssetSource.isUseAssetBundle)
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{
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#if UNITY_EDITOR
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var resourcePath = StringUtility.Concat(ResourcesPath.ResourcesOutAssetPath,
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"ScriptableObject/NewBieGuide/",
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SoNewBieGuide_Suffix,
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_id.ToString(),
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".asset");
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config = AssetDatabase.LoadAssetAtPath<NewBieGuideScriptableObject>(resourcePath);
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#endif
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}
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else
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{
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var assetName = StringUtility.Concat(SoNewBieGuide_Suffix, _id.ToString());
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var assetPath = StringUtility.Concat("Assets/ResourcesOut/ScriptableObject/NewBieGuide/", assetName);
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config = YooAssetService.Instance.LoadAssetSync<NewBieGuideScriptableObject>(assetPath);
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}
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if (config == null)
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{
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Debug.LogErrorFormat("ScriptableObjectLoader.LoadSoNewBieGuideStep() => 加载不到资源: {0}.", _id);
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}
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return config;
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}
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public static async UniTask<NewBieGuideScriptableObject> LoadSoNewBieGuideStepAsync(int _id)
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{
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NewBieGuideScriptableObject config = null;
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if (!AssetSource.isUseAssetBundle)
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{
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#if UNITY_EDITOR
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var resourcePath = StringUtility.Concat(ResourcesPath.ResourcesOutAssetPath,
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"ScriptableObject/NewBieGuide/",
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SoNewBieGuide_Suffix,
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_id.ToString(),
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".asset");
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config = AssetDatabase.LoadAssetAtPath<NewBieGuideScriptableObject>(resourcePath);
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#endif
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}
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else
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{
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var assetName = StringUtility.Concat(SoNewBieGuide_Suffix, _id.ToString());
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var assetPath = StringUtility.Concat("Assets/ResourcesOut/ScriptableObject/NewBieGuide/", assetName);
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config = await YooAssetService.Instance.LoadAssetAsync<NewBieGuideScriptableObject>(assetPath);
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}
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if (config == null)
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{
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Debug.LogErrorFormat("ScriptableObjectLoader.LoadSoNewBieGuideStepAsync() => 加载不到资源: {0}.", _id);
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}
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return config;
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}
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}
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