| | |
| | | T asset = null; |
| | | |
| | | var path = ($"Assets/ResourcesOut/{directory}/{name}" + GetExtension(typeof(T))).Replace("//", "/").Trim().Replace("\\", "/"); |
| | | if (AssetSource.uiFromEditor) |
| | | if (!AssetSource.isUseAssetBundle) |
| | | { |
| | | #if UNITY_EDITOR |
| | | // TODO YYL 还是要找到字符串问题 |
| | |
| | | { |
| | | var path = string.Concat($"Assets/ResourcesOut/{directory}/{name}", GetExtension(typeof(T))).Replace("//", "/"); |
| | | |
| | | if (AssetSource.uiFromEditor) |
| | | if (!AssetSource.isUseAssetBundle) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var asset = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(path); |
| | |
| | | |
| | | public void UnloadAsset(string assetBundleName, string assetName) |
| | | { |
| | | if (AssetSource.uiFromEditor) |
| | | if (!AssetSource.isUseAssetBundle) |
| | | return; |
| | | |
| | | AssetBundleUtility.Instance.UnloadAsset(assetBundleName, assetName); |
| | |
| | | |
| | | public void UnloadAssetBundle(string assetBundleName, bool unloadAllLoadedObjects, bool includeDependenice) |
| | | { |
| | | if (AssetSource.uiFromEditor) |
| | | if (!AssetSource.isUseAssetBundle) |
| | | return; |
| | | AssetBundleUtility.Instance.UnloadAssetBundle(assetBundleName, unloadAllLoadedObjects, includeDependenice); |
| | | } |