| | |
| | | using UnityEngine; |
| | | using System.Collections; |
| | | using System; |
| | | |
| | | public class AudioLoader |
| | | { |
| | | static string AUDIO_EXTERSION = ".wav"; |
| | | |
| | | public static AudioClip LoadAudio(string _folderName, string _clipName) |
| | | { |
| | | AudioClip audioClip = null; |
| | | if (AssetSource.audioFromEditor) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var fileName = StringUtility.Contact("/", _clipName, AUDIO_EXTERSION); |
| | | var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.AUDIO_SUFFIX, _folderName, fileName); |
| | | |
| | | audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path); |
| | | #endif |
| | | } |
| | | else |
| | | { |
| | | var assetInfo = new AssetInfo(StringUtility.Contact("audio/", _folderName), _clipName); |
| | | audioClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AudioClip; |
| | | } |
| | | |
| | | if (audioClip == null) |
| | | { |
| | | DesignDebug.LogErrorFormat("AudioLoader.LoadSkillAudio() => 加载不到资源: {0}.", _clipName); |
| | | } |
| | | |
| | | return audioClip; |
| | | } |
| | | |
| | | public static void LoadAudioAsync(string _folderName, string _clipName, Action<bool, UnityEngine.Object> _callBack) |
| | | { |
| | | AudioClip audioClip = null; |
| | | if (AssetSource.audioFromEditor) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var fileName = StringUtility.Contact("/", _clipName, AUDIO_EXTERSION); |
| | | var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.AUDIO_SUFFIX, _folderName, fileName); |
| | | audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path); |
| | | |
| | | if (_callBack != null) |
| | | { |
| | | _callBack(true, audioClip); |
| | | } |
| | | #endif |
| | | } |
| | | else |
| | | { |
| | | var assetInfo = new AssetInfo(StringUtility.Contact("audio/", _folderName).ToLower(), _clipName); |
| | | AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack); |
| | | } |
| | | |
| | | } |
| | | |
| | | } |
| | | using UnityEngine;
|
| | | using System.Collections;
|
| | | using System;
|
| | |
|
| | | public class AudioLoader
|
| | | {
|
| | | static string AUDIO_EXTERSION = ".wav";
|
| | |
|
| | | public static AudioClip LoadAudio(string _folderName, string _clipName)
|
| | | {
|
| | | AudioClip audioClip = null;
|
| | | if (AssetSource.audioFromEditor)
|
| | | {
|
| | | #if UNITY_EDITOR
|
| | | var fileName = StringUtility.Contact("/", _clipName, AUDIO_EXTERSION);
|
| | | var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.AUDIO_SUFFIX, _folderName, fileName);
|
| | |
|
| | | audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path);
|
| | | #endif
|
| | | }
|
| | | else
|
| | | {
|
| | | var assetInfo = new AssetInfo(StringUtility.Contact("audio/", _folderName), _clipName);
|
| | | audioClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AudioClip;
|
| | | }
|
| | |
|
| | | if (audioClip == null)
|
| | | {
|
| | | DebugEx.LogErrorFormat("AudioLoader.LoadSkillAudio() => 加载不到资源: {0}.", _clipName);
|
| | | }
|
| | |
|
| | | return audioClip;
|
| | | }
|
| | |
|
| | | public static void LoadAudioAsync(string _folderName, string _clipName, Action<bool, UnityEngine.Object> _callBack)
|
| | | {
|
| | | AudioClip audioClip = null;
|
| | | if (AssetSource.audioFromEditor)
|
| | | {
|
| | | #if UNITY_EDITOR
|
| | | var fileName = StringUtility.Contact("/", _clipName, AUDIO_EXTERSION);
|
| | | var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, ResourcesPath.AUDIO_SUFFIX, _folderName, fileName);
|
| | | audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path);
|
| | |
|
| | | if (_callBack != null)
|
| | | {
|
| | | _callBack(true, audioClip);
|
| | | }
|
| | | #endif
|
| | | }
|
| | | else
|
| | | {
|
| | | var assetInfo = new AssetInfo(StringUtility.Contact("audio/", _folderName).ToLower(), _clipName);
|
| | | AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack);
|
| | | }
|
| | |
|
| | | }
|
| | |
|
| | | }
|
| | | |