hch
2025-09-16 a2bc91b79dfa554c072d915cca7bddc139942b29
Main/ResModule/ResManager.cs
@@ -1,14 +1,10 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using System;
using UnityEngine.U2D;
using LitJson;
using System.IO;
using UnityEngine.Networking;
using UnityEngine.Video;
using System.Reflection;
using Spine.Unity;
@@ -69,14 +65,16 @@
    {
        {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"},
        {typeof(Material), "mat"},
        {typeof(VideoClip), "mp4"},
        {typeof(SpriteAtlas), "spriteatlasv2"},
        {typeof(SkeletonDataAsset), "asset"},
    };
@@ -133,6 +131,17 @@
        {
            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);
    }
@@ -145,13 +154,26 @@
        if (!AssetSource.isUseAssetBundle)
        {
#if UNITY_EDITOR
            //  TODO YYL 还是要找到字符串问题
            path = System.Text.RegularExpressions.Regex.Replace(path, @"[\p{C}]", "");
            asset = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(path);
#endif
        }
        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;
        }
@@ -164,14 +186,32 @@
        return asset;
    }
    public string[] LoadConfig(string name)
    {
        string path = string.Empty;
#if UNITY_EDITOR
        if (!AssetSource.isUseAssetBundle)
        {
            path = ResourcesPath.CONFIG_FODLER + "/" + name + ".txt";
        }
        else
#endif
        {
            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
@@ -192,7 +232,8 @@
        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
            {