少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
 
public class BuiltInLoader
{
    readonly static string PREFAB_EXTENSION = ".prefab";
    readonly static string SPRITE_EXTENSION = ".png";
    readonly static string AUDIO_EXTENSION = ".wav";
 
    readonly static List<string> excludePngs = new List<string>() { "Launch_1.png", "Launch_2.png", "Launch_3.png", "LoginBackGround.png", "TB_DL_Logo.png" };
 
    public static Sprite LoadSprite(string name)
    {
        Sprite sprite = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            if (excludePngs.Contains(StringUtility.Contact(name, SPRITE_EXTENSION)))
            {
                var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Sprites/", name, SPRITE_EXTENSION);
                sprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(path);
            }
            else
            {
                var spriteAtlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>("Assets/ResourcesOut/BuiltIn/Sprites/sprites.spriteatlasv2");
                sprite = spriteAtlas.GetSprite(name);
            }
#endif
        }
        else
        {
            //var assetInfo = new AssetInfo("builtin/sprites", "sprites");
            //var spriteAtlas = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(SpriteAtlas)) as SpriteAtlas;
            //sprite = spriteAtlas?.GetSprite(name);
            //if (sprite == null)
            {
                var assetInfo = new AssetInfo("builtin/sprites", name);
                sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite;
            }
        }
 
        if (sprite == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadSprite() => 加载不到资源: {0}.", name);
        }
 
        return sprite;
    }
 
    public static GameObject LoadPrefab(string name)
    {
        GameObject prefab = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Prefabs/", name, PREFAB_EXTENSION);
            prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/prefabs", name);
            prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
        }
 
        if (prefab == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadPrefab() => 加载不到资源: {0}.", name);
        }
 
        return prefab;
    }
 
    public static void UnLoadPrefab(string name)
    {
        if (!AssetSource.builtInFromEditor)
        {
            AssetBundleUtility.Instance.UnloadAsset("builtin/prefabs", name);
        }
    }
 
    public static AudioClip LoadMusic(string name)
    {
        AudioClip audioClip = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Musics/", name, AUDIO_EXTENSION);
            audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/musics", name);
            audioClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AudioClip;
        }
 
        if (audioClip == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadMusic() => 加载不到资源: {0}.", name);
        }
 
        return audioClip;
    }
 
    public static AnimationClip LoadAnimationClip(string name)
    {
        AnimationClip clip = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClips/", name, ".anim");
            clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/animationclips", name);
            clip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AnimationClip;
        }
 
        if (clip == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadAnimationClip() => 加载不到资源: {0}.", name);
        }
 
        return clip;
    }
 
    public static Material LoadMaterial(string name)
    {
        Material material = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Materials/", name, ".mat");
            material = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/materials", name);
            material = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Material;
        }
 
        if (material == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadMaterial() => 加载不到资源: {0}.", name);
        }
 
        return material;
    }
 
    public static T LoadScriptableObject<T>(string name) where T : ScriptableObject
    {
 
        T config = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
                                                   "BuiltIn/ScriptableObjects/", name, ".asset");
 
            config = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(resourcePath);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/scriptableobjects", name);
            config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as T;
        }
 
        if (config == null)
        {
            Debug.LogErrorFormat("BuiltIn.LoadScriptableObject() => 加载不到资源: {0}.", name);
        }
 
        return config;
    }
 
    public static Font LoadFont(string fontName)
    {
        Font font = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
                                       "BuiltIn/Font/", fontName, ".ttf");
            font = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/font", fontName);
            font = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Font)) as Font;
        }
 
        if (font == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadFont() => 加载不到资源: {0}.", fontName);
        }
 
        return font;
    }
 
 
}