using UnityEngine;
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[XLua.LuaCallCSharp]
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public class ResourcesPath : Singleton<ResourcesPath>
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{
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public const string AssetDependentFileBundleName =
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#if UNITY_ANDROID
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"android";
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#elif UNITY_IOS
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"ios";
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#else
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"standalone";
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#endif
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public const string windowFileBundleName = "ui/window";
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public const string uiprefabFileBundleName = "ui/prefab";
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public readonly static string ResourcesOutPath = Application.dataPath + "/ResourcesOut/";
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public const string ResourcesOutAssetPath = "Assets/ResourcesOut/";
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public const string AssetDependentFileAssetName = "AssetBundleManifest";
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public const string ABExtention = ".unity3d";
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public readonly string StreamingAssetPath;
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public readonly string ExternalStorePath;
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#region 具体asset资源读取路径
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public static readonly string MOB_FOLDER_NAME = "mob/";
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public static readonly string MOB_SUFFIX = "prefab_race_";
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public static readonly string EFFECT_Folder_Name = "effect/";
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public static readonly string UI_SPRITE_SUFFIX = "UI/Sprite";
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public static readonly string UI_WINDOW_SUFFIX = "UI/Window";
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public static readonly string UI_PRIORITYWINDOW_SUFFIX = "UI/PriorityWindow";
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public static readonly string UI_FONT_SUFFIX = "UI/Font";
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public static readonly string UI_PREFAB_SUFFIX = "UI/Prefab";
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public static readonly string CONFIG_FODLER = ResourcesOutPath + "refdata/Config";
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public static readonly string AUDIO_SUFFIX = "Audio/";
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public static readonly string LUA_FODLER = ResourcesOutPath + "Lua";
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#endregion
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public void Init()
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{
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}
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public ResourcesPath()
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{
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#if UNITY_ANDROID
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StreamingAssetPath = Application.streamingAssetsPath + "/android/";
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#elif UNITY_IOS
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StreamingAssetPath = Application.streamingAssetsPath + "/ios/";
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#elif UNITY_EDITOR
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StreamingAssetPath = Application.streamingAssetsPath + "/standalone/";
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#endif
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ExternalStorePath = Application.persistentDataPath + "/";
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DebugEx.Log("Stream Path: " + StreamingAssetPath);
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DebugEx.Log("External Path: " + ExternalStorePath);
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}
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}
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