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 = "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.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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