using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.IO;
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using UnityEngine.U2D;
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// public class UILoader
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// {
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// readonly static string PREFAB_EXTERSION = ".prefab";
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// readonly static string SPRITE_EXTERSION = ".png";
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// readonly static string Spriteatlas_EXTERSION = ".spriteatlasv2";
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// public static GameObject LoadWindow(string name)
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// {
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// GameObject window = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var isPriority = false;//PriorityWindowConfig.Get().priorityWindows.Contains(name);
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/",
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// name,
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// PREFAB_EXTERSION);
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// window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// // var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(name);
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// var bundleName = "ui/window";
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// var assetInfo = new AssetInfo(bundleName, name);
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// window = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (window == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadWindow() => 加载不到资源: {0}.", name);
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// }
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// return window;
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// }
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// public static void LoadWindowAsync(string _name, Action<bool, UnityEngine.Object> _callBack)
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// {
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// GameObject window = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name);
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/",
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// _name,
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// PREFAB_EXTERSION);
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// window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// if (_callBack != null)
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// {
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// _callBack(window != null, window);
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// }
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// #endif
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// }
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// else
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// {
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// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name);
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// var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _name) : "ui/window";
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// var assetInfo = new AssetInfo(bundleName, _name);
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// AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack);
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// }
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// }
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// public static void UnLoadWindowAsset(string _assetName)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_assetName);
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// var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _assetName) : "ui/window";
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// AssetBundleUtility.Instance.UnloadAsset(bundleName, _assetName);
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// }
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// }
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// public static void UnLoadPriorityWindow(string windowName)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// var assetBundleName = StringUtility.Contact("ui/prioritywindow/", windowName.ToLower());
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// AssetBundleUtility.Instance.UnloadAssetBundle(assetBundleName, true, false);
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// switch (windowName)
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// {
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// case "LoginWin":
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// AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/login", true, false);
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// break;
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// case "SelectRoleWin":
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// case "CreateRoleWin":
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// AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/createrole", true, false);
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// break;
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// }
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// }
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// }
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// public static GameObject LoadPrefab(string _name)
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// {
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// GameObject prefab = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// ResourcesPath.UI_PREFAB_SUFFIX, "/",
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// _name,
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// PREFAB_EXTERSION);
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// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// var bundleName = ResourcesPath.UI_PREFAB_SUFFIX.ToLower();
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// var assetInfo = new AssetInfo(bundleName, _name);
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// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (prefab == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadPrefab() => 加载不到资源: {0}.", _name);
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// }
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// return prefab;
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// }
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// public static void UnLoadPrefab(string _assetName)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// AssetBundleUtility.Instance.UnloadAsset("ui/prefab", _assetName);
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// }
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// }
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// public static Sprite LoadSprite(string _iconKey)
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// {
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// var iconConfig = IconConfig.Get(_iconKey);
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// if (iconConfig == null)
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// {
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// return null;
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// }
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// return LoadSprite(iconConfig.folder, iconConfig.sprite);
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// }
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// public static Sprite LoadSprite(string _folder, string _file)
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// {
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// var folder = _folder;
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// var file = _file;
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// Sprite sprite = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var relativePath = folder;
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// var rootPath = ResourcesPath.UI_SPRITE_SUFFIX;
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// rootPath, "/",
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// relativePath,
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// Spriteatlas_EXTERSION);
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// var spriteAtlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>(path);
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// sprite = spriteAtlas.GetSprite(file);
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// #endif
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// }
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// else
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// {
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// var bundleName = StringUtility.Contact("ui/sprite/", folder.ToLower());
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// //var assetInfo = new AssetInfo(bundleName, folder);
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// //var spriteAtlas = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(SpriteAtlas)) as SpriteAtlas;
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// //sprite = spriteAtlas?.GetSprite(_file);
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// var assetInfo = new AssetInfo(bundleName, file);
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// sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite;
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// }
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// if (sprite == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadSprite() => 加载不到资源: {0}.", file);
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// }
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// return sprite;
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// }
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// public static void UnLoadSprite(string _iconKey)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// var iconConfig = IconConfig.Get(_iconKey);
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// if (iconConfig != null)
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// {
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// var bundleName = StringUtility.Contact("ui/sprite/", iconConfig.folder.ToLower());
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// AssetBundleUtility.Instance.UnloadAsset(bundleName, iconConfig.sprite);
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// }
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// }
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// }
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// public static Font LoadFont(string _fontName)
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// {
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// Font font = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var rootPath = ResourcesPath.UI_FONT_SUFFIX;
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, rootPath, "/", _fontName, ".ttf");
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// font = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path);
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// #endif
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// }
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// else
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// {
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// var assetInfo = new AssetInfo("ui/font", _fontName);
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// font = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Font)) as Font;
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// }
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// if (font == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadFont() => 加载不到资源: {0}.", _fontName);
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// }
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// return font;
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// }
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// public static void UnLoadFont(string _fontName)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// AssetBundleUtility.Instance.UnloadAsset("ui/font", _fontName);
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// }
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// }
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// public static GameObject LoadTreasure(string folder, string name)
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// {
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// GameObject prefab = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// "UI/Treasure/", folder, "/",
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// name,
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// PREFAB_EXTERSION);
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// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// var bundleName = StringUtility.Contact("ui/treasure/", folder).ToLower();
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// var assetInfo = new AssetInfo(bundleName, name);
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// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (prefab == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadPrefab() => 加载不到资源: {0}.", name);
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// }
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// return prefab;
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// }
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// public static void UnLoadTreasure(string folder, string _assetName)
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// {
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// if (!AssetSource.uiFromEditor)
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// {
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// AssetBundleUtility.Instance.UnloadAsset(StringUtility.Contact("ui/treasure/", folder).ToLower(), _assetName);
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// }
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// }
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// public static GameObject LoadFaqi(string pathName, string name)
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// {
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// GameObject prefab = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// //"UI/Treasure/", folder, "/",
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// pathName,
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// name,
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// PREFAB_EXTERSION);
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// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// var bundleName = pathName; //StringUtility.Contact("ui/treasure/", folder).ToLower();
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// var assetInfo = new AssetInfo(bundleName, name);
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// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (prefab == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadFaqi() => 加载不到资源: {0}.", name);
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// }
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// return prefab;
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// }
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// public static GameObject LoadGodWeapon(string _name)
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// {
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// GameObject prefab = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// "UI/GodWeapon/",
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// _name,
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// PREFAB_EXTERSION);
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// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// var bundleName = "ui/godweapon";
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// var assetInfo = new AssetInfo(bundleName, _name);
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// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (prefab == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadGodWeapon() => 加载不到资源: {0}.", _name);
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// }
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// return prefab;
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// }
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// public static GameObject LoadBossShow(string _name)
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// {
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// GameObject prefab = null;
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// if (AssetSource.uiFromEditor)
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// {
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// #if UNITY_EDITOR
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// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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// "UI/BossShow/",
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// _name,
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// PREFAB_EXTERSION);
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// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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// #endif
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// }
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// else
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// {
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// var bundleName = "ui/bossshow";
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// var assetInfo = new AssetInfo(bundleName, _name);
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// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
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// }
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// if (prefab == null)
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// {
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// Debug.LogErrorFormat("UILoader.LoadBossShow() => 加载不到资源: {0}.", _name);
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// }
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// return prefab;
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// }
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// }
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