using UnityEngine;
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using System;
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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 = "scriptableobjects";
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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.Contact(ResourcesPath.ResourcesOutAssetPath,
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"ScriptableObject/NewBieGuide/",
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SoNewBieGuide_Suffix,
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_id,
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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.Contact(SoNewBieGuide_Suffix, _id);
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var assetInfo = new AssetInfo(bundleName, assetName);
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config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as NewBieGuideScriptableObject;
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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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}
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