| | |
| | | { |
| | | {typeof(GameObject), "prefab"}, |
| | | {typeof(Sprite), "png"}, |
| | | {typeof(Texture2D), "png"}, |
| | | {typeof(Shader), "shader"}, |
| | | {typeof(Texture2D), "jpg"}, |
| | | {typeof(Texture), "jpg"}, |
| | | { typeof(Shader), "shader"}, |
| | | {typeof(TextAsset), "txt"}, |
| | | {typeof(AudioClip), "wav"}, |
| | | {typeof(Font), "ttf"}, |
| | |
| | | { |
| | | return LoadSprite(directory, name) as T; |
| | | } |
| | | else if (typeof(T) == typeof(SkeletonDataAsset)) |
| | | { |
| | | //文件目录调整,name中包含了路径 |
| | | if (name.Contains("/")) |
| | | { |
| | | directory += name.Substring(0, name.LastIndexOf("/")); |
| | | name = name.Substring(name.LastIndexOf("/") + 1); |
| | | } |
| | | |
| | | directory = directory.Replace("\\", "/"); |
| | | } |
| | | |
| | | return LoadAssetInternal<T>(directory, name); |
| | | } |
| | |
| | | } |
| | | else |
| | | { |
| | | if (directory == "UI" || directory == "UIComp" || directory.StartsWith("Sprite") |
| | | || directory == "Battle/Prefabs" || directory == "Materials") |
| | | { |
| | | directory = "UI/" + directory; |
| | | } |
| | | else if (name == "Hero_001") |
| | | { |
| | | directory = "UI/Hero/SpineRes"; |
| | | } |
| | | |
| | | else if (directory.Contains("Texture")) |
| | | { |
| | | directory = "maps/"+name; |
| | | } |
| | | |
| | | var assetInfo = new AssetInfo(directory.ToLower(), name.ToLower()); |
| | | asset = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(T)) as T; |
| | | } |
| | |
| | | else |
| | | #endif |
| | | { |
| | | path = AssetVersionUtility.GetAssetFilePath($"Config/{name}.txt"); |
| | | path = AssetVersionUtility.GetAssetFilePath($"config/{name}.txt"); |
| | | } |
| | | |
| | | return File.ReadAllLines(path); |
| | |
| | | |
| | | private Sprite LoadSprite(string atlasName, string spriteName) |
| | | { |
| | | #if !UNITY_EDITOR |
| | | SpriteAtlas atlas = LoadAsset<SpriteAtlas>("Sprite", atlasName.Replace("Sprite/", "")); |
| | | return atlas.GetSprite(spriteName); |
| | | #else |
| | | return ResManager.Instance.LoadAssetInternal<Sprite>(atlasName, spriteName); |
| | | #endif |
| | | if (!AssetSource.isUseAssetBundle) |
| | | { |
| | | SpriteAtlas atlas = LoadAsset<SpriteAtlas>("Sprite", atlasName.Replace("Sprite/", "")); |
| | | return atlas.GetSprite(spriteName); |
| | | } |
| | | else |
| | | return LoadAssetInternal<Sprite>(atlasName, spriteName); |
| | | } |
| | | |
| | | public void LoadAssetAsync<T>(string directory, string name, Action<bool, UnityEngine.Object> callBack) where T : UnityEngine.Object |
| | |
| | | LoadAssetAsync<SpriteAtlas>(atlasName, spriteName, (isLoaded, atlas) => { |
| | | if (isLoaded) |
| | | { |
| | | callBack?.Invoke(isLoaded, atlas.GetSprite(spriteName)); |
| | | SpriteAtlas _atlas = atlas as SpriteAtlas; |
| | | callBack?.Invoke(isLoaded, _atlas.GetSprite(spriteName)); |
| | | } |
| | | else |
| | | { |