| | |
| | | {typeof(Sprite), "png"}, |
| | | {typeof(Texture2D), "jpg"}, |
| | | {typeof(Texture), "jpg"}, |
| | | { typeof(Shader), "shader"}, |
| | | {typeof(Shader), "shader"}, |
| | | {typeof(TextAsset), "txt"}, |
| | | {typeof(AudioClip), "wav"}, |
| | | {typeof(Font), "ttf"}, |
| | |
| | | } |
| | | #endif |
| | | |
| | | public T LoadAsset<T> (string directory, string name, bool needExt = true) where T : UnityEngine.Object |
| | | //needExt 是否需要函数内部添加后缀 |
| | | public T LoadAsset<T>(string directory, string name, bool needExt = true) where T : UnityEngine.Object |
| | | { |
| | | T asset = null; |
| | | // 特殊处理 因为有一层图集的关系 directory要传入的应该是atlas的名字 |
| | |
| | | return LoadAssetInternal<T>(directory, name, needExt); |
| | | } |
| | | |
| | | //needExt 是否需要函数内部添加后缀 |
| | | private T LoadAssetInternal<T>(string directory, string name, bool needExt = true) where T : UnityEngine.Object |
| | | { |
| | | T asset = null; |
| | |
| | | //外部用到的自己加后缀,内部统一去除后缀名 |
| | | name = name.Substring(0, name.LastIndexOf(".")); |
| | | } |
| | | |
| | | //TODO: 临时特殊处理打包后的路径读取 |
| | | if (directory == "UI" || directory == "UIComp" || directory.StartsWith("Sprite") |
| | | || directory == "Battle/Prefabs" || directory == "Materials") |
| | | { |
| | |
| | | { |
| | | directory = "maps/" + name; |
| | | } |
| | | else if (directory.Contains("Shader")) |
| | | { |
| | | directory = "graphic/shader"; |
| | | } |
| | | |
| | | |
| | | var assetInfo = new AssetInfo(directory.ToLower(), name.ToLower()); |