少年修仙传客户端代码仓库
client_Wu Xijin
2018-11-15 d597f340f934866e69a460bacb954a1b38057742
Core/ResModule/BuiltInLoader.cs
@@ -14,13 +14,13 @@
        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
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/sprite", name);
            var assetInfo = new AssetInfo("builtin/sprites", name);
            sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite;
        }
@@ -38,7 +38,7 @@
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/UI/Prefabs/", name, PREFAB_EXTENSION);
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Prefabs/", name, PREFAB_EXTENSION);
            prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(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;
        }
@@ -88,6 +88,54 @@
        return audioClip;
    }
    public static AnimationClip LoadAnimationClip(string name)
    {
        AnimationClip clip = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClips/", name, ".anim");
            clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/animationclips", name);
            clip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AnimationClip;
        }
        if (clip == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadAnimationClip() => 加载不到资源: {0}.", name);
        }
        return clip;
    }
    public static Material LoadMaterial(string name)
    {
        Material material = null;
        if (AssetSource.builtInFromEditor)
        {
#if UNITY_EDITOR
            var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Materials/", name, ".mat");
            material = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo("builtin/materials", name);
            material = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Material;
        }
        if (material == null)
        {
            DebugEx.LogErrorFormat("BuiltInLoader.LoadMaterial() => 加载不到资源: {0}.", name);
        }
        return material;
    }
    public static T LoadScriptableObject<T>(string name) where T : ScriptableObject
    {
@@ -96,14 +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;
        }