using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Video;
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public class VideoLoader
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{
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static string MP4_EXTERSION = ".mp4";
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public static VideoClip Load(string _clipName)
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{
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VideoClip videoClip = null;
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if (AssetSource.videoFromEditor)
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{
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#if UNITY_EDITOR
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var fileName = StringUtility.Contact("/", _clipName, MP4_EXTERSION);
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var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.VIDEO_SUFFIX, fileName);
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videoClip = UnityEditor.AssetDatabase.LoadAssetAtPath<VideoClip>(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("video/" + _clipName, _clipName);
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videoClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as VideoClip;
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}
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if (videoClip == null)
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{
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DebugEx.LogErrorFormat("AudioLoader.LoadSkillAudio() => 加载不到资源: {0}.", _clipName);
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}
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return videoClip;
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}
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public static void LoadAsync(string _folderName, string _clipName, Action<bool, UnityEngine.Object> _callBack)
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{
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VideoClip videoClip = null;
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if (AssetSource.audioFromEditor)
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{
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#if UNITY_EDITOR
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var fileName = StringUtility.Contact("/", _clipName, MP4_EXTERSION);
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var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.VIDEO_SUFFIX, _folderName, fileName);
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videoClip = UnityEditor.AssetDatabase.LoadAssetAtPath<VideoClip>(path);
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if (_callBack != null)
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{
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_callBack(true, videoClip);
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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 assetInfo = new AssetInfo("video/mp4", _clipName);
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AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack);
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}
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}
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}
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