| | |
| | | } |
| | | else |
| | | { |
| | | if (directory == "UI" || directory == "UIComp" || directory.StartsWith("Sprite") || directory == "Battle/Prefabs") |
| | | { |
| | | directory = "UI/" + directory; |
| | | } |
| | | else if (name == "Hero_001") |
| | | { |
| | | directory = "UI/Hero/SpineRes"; |
| | | } |
| | | 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 |
| | | #if UNITY_EDITOR |
| | | SpriteAtlas atlas = LoadAsset<SpriteAtlas>("Sprite", atlasName.Replace("Sprite/", "")); |
| | | return atlas.GetSprite(spriteName); |
| | | #else |