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|  |  |  | using UnityEngine.U2D; | 
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|  |  |  | // public class UILoader | 
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|  |  |  | // { | 
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|  |  |  | //     readonly static string PREFAB_EXTERSION = ".prefab"; | 
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|  |  |  | //     readonly static string SPRITE_EXTERSION = ".png"; | 
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|  |  |  | //     readonly static string Spriteatlas_EXTERSION = ".spriteatlasv2"; | 
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|  |  |  | public class UILoader | 
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|  |  |  | { | 
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|  |  |  | public static GameObject LoadWindow(string name) | 
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|  |  |  | { | 
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|  |  |  | return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_WINDOW_SUFFIX, name); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadWindow(string name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject window = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var isPriority = false;//PriorityWindowConfig.Get().priorityWindows.Contains(name); | 
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|  |  |  | public static GameObject LoadPrefab(string _name) | 
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|  |  |  | { | 
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|  |  |  | return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_PREFAB_SUFFIX, _name); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                 isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/", | 
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|  |  |  | //                                                                 name, | 
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|  |  |  | //                                                                 PREFAB_EXTERSION); | 
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|  |  |  | public static void UnLoadPrefab(string _assetName) | 
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|  |  |  | { | 
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|  |  |  | ResManager.Instance.UnloadAsset(ResourcesPath.UI_PREFAB_SUFFIX, _assetName); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //             window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             // var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(name); | 
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|  |  |  | //             var bundleName = "ui/window"; | 
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|  |  |  | //通过ICON表加载 | 
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|  |  |  | public static Sprite LoadSprite(string _iconKey) | 
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|  |  |  | { | 
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|  |  |  | var iconConfig = IconConfig.Get(_iconKey); | 
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|  |  |  | if (iconConfig == null) | 
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|  |  |  | { | 
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|  |  |  | return null; | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, name); | 
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|  |  |  | return LoadSprite(iconConfig.folder, iconConfig.sprite); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //             window = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  | public static Sprite LoadSprite(string _folder, string _file) | 
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|  |  |  | { | 
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|  |  |  | return ResManager.Instance.LoadAsset<Sprite>(StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", _folder), _file); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //         if (window == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadWindow() => 加载不到资源: {0}.", name); | 
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|  |  |  | //         } | 
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|  |  |  | public static void UnLoadSprite(string _iconKey) | 
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|  |  |  | { | 
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|  |  |  | var iconConfig = IconConfig.Get(_iconKey); | 
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|  |  |  | if (iconConfig != null) | 
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|  |  |  | { | 
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|  |  |  | var bundleName = StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", iconConfig.folder); | 
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|  |  |  | ResManager.Instance.UnloadAsset(bundleName, iconConfig.sprite); | 
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|  |  |  | } | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //         return window; | 
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|  |  |  | //     } | 
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|  |  |  | public static Font LoadFont(string _fontName) | 
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|  |  |  | { | 
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|  |  |  | return ResManager.Instance.LoadAsset<Font>(ResourcesPath.UI_FONT_SUFFIX, _fontName); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //     public static void LoadWindowAsync(string _name, Action<bool, UnityEngine.Object> _callBack) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject window = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name); | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/", | 
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|  |  |  | //                                                                _name, | 
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|  |  |  | //                                                                PREFAB_EXTERSION); | 
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|  |  |  | public static void UnLoadFont(string _fontName) | 
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|  |  |  | { | 
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|  |  |  | ResManager.Instance.UnloadAsset(ResourcesPath.UI_FONT_SUFFIX, _fontName); | 
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|  |  |  | } | 
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|  |  |  |  | 
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|  |  |  | //             window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | //             if (_callBack != null) | 
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|  |  |  | //             { | 
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|  |  |  | //                 _callBack(window != null, window); | 
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|  |  |  | //             } | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name); | 
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|  |  |  | //             var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _name) : "ui/window"; | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, _name); | 
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|  |  |  |  | 
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|  |  |  | //             AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack); | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadWindowAsset(string _assetName) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_assetName); | 
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|  |  |  | //             var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _assetName) : "ui/window"; | 
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|  |  |  |  | 
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|  |  |  | //             AssetBundleUtility.Instance.UnloadAsset(bundleName, _assetName); | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadPriorityWindow(string windowName) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             var assetBundleName = StringUtility.Contact("ui/prioritywindow/", windowName.ToLower()); | 
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|  |  |  | //             AssetBundleUtility.Instance.UnloadAssetBundle(assetBundleName, true, false); | 
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|  |  |  |  | 
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|  |  |  | //             switch (windowName) | 
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|  |  |  | //             { | 
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|  |  |  | //                 case "LoginWin": | 
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|  |  |  | //                     AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/login", true, false); | 
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|  |  |  | //                     break; | 
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|  |  |  | //                 case "SelectRoleWin": | 
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|  |  |  | //                 case "CreateRoleWin": | 
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|  |  |  | //                     AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/createrole", true, false); | 
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|  |  |  | //                     break; | 
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|  |  |  | //             } | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadPrefab(string _name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject prefab = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                    ResourcesPath.UI_PREFAB_SUFFIX, "/", | 
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|  |  |  | //                                                                    _name, | 
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|  |  |  | //                                                                    PREFAB_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = ResourcesPath.UI_PREFAB_SUFFIX.ToLower(); | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, _name); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (prefab == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadPrefab() => 加载不到资源: {0}.", _name); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return prefab; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadPrefab(string _assetName) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             AssetBundleUtility.Instance.UnloadAsset("ui/prefab", _assetName); | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static Sprite LoadSprite(string _iconKey) | 
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|  |  |  | //     { | 
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|  |  |  | //         var iconConfig = IconConfig.Get(_iconKey); | 
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|  |  |  | //         if (iconConfig == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             return null; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return LoadSprite(iconConfig.folder, iconConfig.sprite); | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static Sprite LoadSprite(string _folder, string _file) | 
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|  |  |  | //     { | 
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|  |  |  | //         var folder = _folder; | 
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|  |  |  | //         var file = _file; | 
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|  |  |  |  | 
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|  |  |  | //         Sprite sprite = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var relativePath = folder; | 
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|  |  |  | //             var rootPath = ResourcesPath.UI_SPRITE_SUFFIX; | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                  rootPath, "/", | 
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|  |  |  | //                                                                  relativePath, | 
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|  |  |  | //                                                                  Spriteatlas_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             var spriteAtlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>(path); | 
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|  |  |  | //             sprite = spriteAtlas.GetSprite(file); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = StringUtility.Contact("ui/sprite/", folder.ToLower()); | 
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|  |  |  | //             //var assetInfo = new AssetInfo(bundleName, folder); | 
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|  |  |  |  | 
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|  |  |  | //             //var spriteAtlas = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(SpriteAtlas)) as SpriteAtlas; | 
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|  |  |  | //             //sprite = spriteAtlas?.GetSprite(_file); | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, file); | 
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|  |  |  |  | 
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|  |  |  | //             sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (sprite == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadSprite() => 加载不到资源: {0}.", file); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return sprite; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadSprite(string _iconKey) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             var iconConfig = IconConfig.Get(_iconKey); | 
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|  |  |  | //             if (iconConfig != null) | 
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|  |  |  | //             { | 
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|  |  |  | //                 var bundleName = StringUtility.Contact("ui/sprite/", iconConfig.folder.ToLower()); | 
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|  |  |  | //                 AssetBundleUtility.Instance.UnloadAsset(bundleName, iconConfig.sprite); | 
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|  |  |  | //             } | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static Font LoadFont(string _fontName) | 
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|  |  |  | //     { | 
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|  |  |  | //         Font font = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var rootPath = ResourcesPath.UI_FONT_SUFFIX; | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, rootPath, "/", _fontName, ".ttf"); | 
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|  |  |  | //             font = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var assetInfo = new AssetInfo("ui/font", _fontName); | 
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|  |  |  | //             font = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Font)) as Font; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (font == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadFont() => 加载不到资源: {0}.", _fontName); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return font; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadFont(string _fontName) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             AssetBundleUtility.Instance.UnloadAsset("ui/font", _fontName); | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadTreasure(string folder, string name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject prefab = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                    "UI/Treasure/", folder, "/", | 
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|  |  |  | //                                                                    name, | 
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|  |  |  | //                                                                    PREFAB_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = StringUtility.Contact("ui/treasure/", folder).ToLower(); | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, name); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (prefab == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadPrefab() => 加载不到资源: {0}.", name); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return prefab; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static void UnLoadTreasure(string folder, string _assetName) | 
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|  |  |  | //     { | 
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|  |  |  | //         if (!AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | //             AssetBundleUtility.Instance.UnloadAsset(StringUtility.Contact("ui/treasure/", folder).ToLower(), _assetName); | 
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|  |  |  | //         } | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadFaqi(string pathName, string name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject prefab = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                    //"UI/Treasure/", folder, "/", | 
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|  |  |  | //                                                                    pathName, | 
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|  |  |  | //                                                                    name, | 
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|  |  |  | //                                                                    PREFAB_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = pathName; //StringUtility.Contact("ui/treasure/", folder).ToLower(); | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, name); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (prefab == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadFaqi() => 加载不到资源: {0}.", name); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return prefab; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadGodWeapon(string _name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject prefab = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                    "UI/GodWeapon/", | 
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|  |  |  | //                                                                    _name, | 
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|  |  |  | //                                                                    PREFAB_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = "ui/godweapon"; | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, _name); | 
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|  |  |  | //             prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         if (prefab == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadGodWeapon() => 加载不到资源: {0}.", _name); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
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|  |  |  | //         return prefab; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
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|  |  |  | //     public static GameObject LoadBossShow(string _name) | 
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|  |  |  | //     { | 
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|  |  |  | //         GameObject prefab = null; | 
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|  |  |  | //         if (AssetSource.uiFromEditor) | 
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|  |  |  | //         { | 
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|  |  |  | // #if UNITY_EDITOR | 
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|  |  |  | //             var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, | 
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|  |  |  | //                                                                    "UI/BossShow/", | 
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|  |  |  | //                                                                    _name, | 
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|  |  |  | //                                                                    PREFAB_EXTERSION); | 
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|  |  |  |  | 
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|  |  |  | //             prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); | 
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|  |  |  | // #endif | 
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|  |  |  | //         } | 
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|  |  |  | //         else | 
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|  |  |  | //         { | 
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|  |  |  | //             var bundleName = "ui/bossshow"; | 
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|  |  |  | //             var assetInfo = new AssetInfo(bundleName, _name); | 
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|  |  |  | //             prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; | 
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|  |  |  | //         } | 
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|  |  |  |  | 
|---|
|  |  |  | //         if (prefab == null) | 
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|  |  |  | //         { | 
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|  |  |  | //             Debug.LogErrorFormat("UILoader.LoadBossShow() => 加载不到资源: {0}.", _name); | 
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|  |  |  | //         } | 
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|  |  |  |  | 
|---|
|  |  |  | //         return prefab; | 
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|  |  |  | //     } | 
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|  |  |  |  | 
|---|
|  |  |  | // } | 
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|  |  |  | public static Texture2D LoadTexture2D(string _iconKey) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | var iconConfig = IconConfig.Get(_iconKey); | 
|---|
|  |  |  | if (iconConfig == null) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | return null; | 
|---|
|  |  |  | } | 
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|  |  |  | return ResManager.Instance.LoadAsset<Texture2D>(StringUtility.Contact(ResourcesPath.UI_TEXTURE_SUFFIX, "/" + iconConfig.folder), iconConfig.sprite); | 
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|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | public static Texture2D LoadTexture2DPNG(string name) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | return ResManager.Instance.LoadAsset<Texture2D>(StringUtility.Contact(ResourcesPath.UI_TEXTURE_SUFFIX, "/FullScreenBg"), name + ".png", false); | 
|---|
|  |  |  | } | 
|---|
|  |  |  | } | 
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