yyl
2 天以前 2d3a60767d0cd69c8dec97e39937bcd0c667be1c
Main/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -99,8 +99,9 @@
    public async UniTask Initialize()
    {
        await UniTask.Delay(200);
        await Co_LoadMainfestFile("audio");
        await Co_LoadMainfestFile("video");
        // await Co_LoadMainfestFile("video");
        await Co_LoadMainfestFile("mobeffectshader");
        await Co_LoadMainfestFile("config");
        await Co_LoadMainfestFile("maps");
@@ -369,7 +370,11 @@
    public UnityEngine.Object Sync_LoadAsset(string assetBundleName, string assetName, Type _type = null)
    {
        if (string.IsNullOrEmpty(assetName))
        {
            Debug.LogErrorFormat("Sync_LoadAsset(): {0}, 出现错误 => 存入的AssetName为null. ", assetName);
            return null;
        }
#if UNITY_5||UNITY_5_3_OR_NEWER
        assetBundleName = assetBundleName.ToLower();
#endif
@@ -434,6 +439,8 @@
        var isBuiltin = assetBundleName.Contains("builtin");
        string _path = isBuiltin ? AssetVersionUtility.GetBuiltInAssetFilePath(assetBundleName) : AssetVersionUtility.GetAssetFilePath(assetBundleName);
        Debug.LogFormat("Sync_LoadAssetBundle(): {0} => {1}", assetBundleName, _path);
        AssetBundle _assetBundle = AssetBundle.LoadFromFile(_path);
        CacheAssetBundle(assetBundleName, _assetBundle);