using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SceneLoader
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{
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public static GameObject LoadCreateRole(string name)
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{
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GameObject prefab = null;
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if (AssetSource.sceneFromEditor)
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{
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#if UNITY_EDITOR
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var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Scene/CreateRole/", name, ".prefab");
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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 assetInfo = new AssetInfo("maps/createrole", 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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DebugEx.LogErrorFormat("SceneLoader.LoadCreateRole() => 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 Texture2D LoadTexture(string folder, string name)
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{
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Texture2D texture2D = null;
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if (AssetSource.sceneFromEditor)
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{
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#if UNITY_EDITOR
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var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Scene/", folder, "/", name, ".jpg");
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texture2D = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>(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(StringUtility.Contact("maps/", folder).ToLower(), name);
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texture2D = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Texture2D;
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}
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if (texture2D == null)
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{
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DebugEx.LogErrorFormat("SceneLoader.LoadTexture() => 加载不到资源: {0}.", name);
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}
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return texture2D;
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}
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}
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