| | |
| | | public const string SoMapObjectGenerate_Suffix = "SoMapObjectGenerate_"; |
| | | public const string SoTreasureMeridian_Suffix = "SoTreasureMeridian_"; |
| | | public const string SoTreasure3D_Suffix = "SoTreasure3D_"; |
| | | public const string SoDemonDungeon_Suffix = "SoDemonDungeon_"; |
| | | |
| | | public static SoMap LoadSoMapObjectGenerate(int mapID) |
| | | { |
| | |
| | | |
| | | if (_config == null) |
| | | { |
| | | DesignDebug.LogErrorFormat("ScriptableObjectLoader.LoadSoActor() => 加载不到资源: {0}.", mapID); |
| | | DebugEx.LogErrorFormat("ScriptableObjectLoader.LoadSoActor() => 加载不到资源: {0}.", mapID); |
| | | } |
| | | |
| | | return _config; |
| | |
| | | |
| | | if (_config == null) |
| | | { |
| | | DesignDebug.LogErrorFormat("ScriptableObjectLoader.LoadSoActor() => 加载不到资源: {0}.", raceId); |
| | | DebugEx.LogErrorFormat("ScriptableObjectLoader.LoadSoActor() => 加载不到资源: {0}.", raceId); |
| | | } |
| | | |
| | | return _config; |
| | |
| | | |
| | | return config; |
| | | } |
| | | |
| | | public static DemonDungeonScriptable LoadSoDemonDungeon(int _id) |
| | | { |
| | | DemonDungeonScriptable config = null; |
| | | if (AssetSource.refdataFromEditor) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, |
| | | "Refdata/ScriptableObject/SoDemonDungeon/", |
| | | SoDemonDungeon_Suffix, |
| | | _id, |
| | | ".asset"); |
| | | |
| | | config = AssetDatabase.LoadAssetAtPath<DemonDungeonScriptable>(resourcePath); |
| | | #endif |
| | | } |
| | | else |
| | | { |
| | | var assetName = StringUtility.Contact(SoDemonDungeon_Suffix, _id); |
| | | var assetInfo = new AssetInfo(bundleName, assetName); |
| | | config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as DemonDungeonScriptable; |
| | | } |
| | | |
| | | if (config == null) |
| | | { |
| | | //Debug.LogErrorFormat("ScriptableObjectLoader.TreasureMeridianConfig() => 加载不到资源: {0}.", _id); |
| | | } |
| | | |
| | | return config; |
| | | } |
| | | } |