少年修仙传客户端代码仓库
client_Wu Xijin
2018-11-15 9fabf247914adc5f93926644798a8cd543c73193
Core/ResModule/BuiltInLoader.cs
@@ -14,7 +14,7 @@
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/UI/Sprites/", name, SPRITE_EXTENSION);
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Sprites/", name, SPRITE_EXTENSION);
            sprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(path);
#endif
        }
@@ -70,13 +70,13 @@
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Music/", name, AUDIO_EXTENSION);
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Musics/", name, AUDIO_EXTENSION);
            audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/music", name);
            var assetInfo = new AssetInfo("builtin/musics", name);
            audioClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AudioClip;
        }
@@ -94,13 +94,13 @@
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClip/", name, ".anim");
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClips/", name, ".anim");
            clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/animationclip", name);
            var assetInfo = new AssetInfo("builtin/animationclips", name);
            clip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AnimationClip;
        }
@@ -144,14 +144,14 @@
        {
#if UNITY_EDITOR
            var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
                                                   "BuiltIn/ScriptableObject/", name, ".asset");
                                                   "BuiltIn/ScriptableObjects/", name, ".asset");
            config = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(resourcePath);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/scriptableobject", name);
            var assetInfo = new AssetInfo("builtin/scriptableobjects", name);
            config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as T;
        }