18 子 2D卡牌客户端搭建 / 2D卡牌客户端搭建 资源加载接口统一(遗漏
2个文件已修改
18个文件已删除
3785 ■■■■■ 已修改文件
Main/Component/UI/Common/UI3DModelExhibition.cs 977 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DModelExhibition.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DModelFactory.cs 372 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DModelFactory.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DShowHero.cs 828 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DShowHero.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/AnimatorControllerLoader.cs 126 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/AnimatorControllerLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/AudioLoader.cs 44 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/InstanceResourcesLoader.cs 547 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/InstanceResourcesLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/MaterialLoader.cs 126 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/MaterialLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/ResManager.cs 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/SceneLoader.cs 57 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/SceneLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/ScriptableObjectLoader.cs 490 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/ScriptableObjectLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/VideoLoader.cs 61 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/VideoLoader.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UI3DModelExhibition.cs
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Main/Component/UI/Common/UI3DModelExhibition.cs.meta
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Main/Component/UI/Common/UI3DModelFactory.cs
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Main/Component/UI/Common/UI3DModelFactory.cs.meta
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Main/Component/UI/Common/UI3DShowHero.cs
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Main/Component/UI/Common/UI3DShowHero.cs.meta
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Main/ResModule/AnimatorControllerLoader.cs
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Main/ResModule/AnimatorControllerLoader.cs.meta
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Main/ResModule/AudioLoader.cs
@@ -8,52 +8,12 @@
    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)
        {
            Debug.LogErrorFormat("AudioLoader.LoadSkillAudio() => 加载不到资源: {0}.", _clipName);
        }
        return audioClip;
        return ResManager.Instance.LoadAsset<AudioClip>("Audio/" + _folderName, _clipName);
    }
    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);
        }
        ResManager.Instance.LoadAssetAsync<AudioClip>("Audio/" + _folderName, _clipName, _callBack);
    }
}
Main/ResModule/InstanceResourcesLoader.cs
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Main/ResModule/InstanceResourcesLoader.cs.meta
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Main/ResModule/MaterialLoader.cs
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Main/ResModule/MaterialLoader.cs.meta
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Main/ResModule/ResManager.cs
@@ -173,6 +173,55 @@
#endif
    }
    public void LoadAssetAsync<T>(string directory, string name, Action<bool, UnityEngine.Object> callBack) where T : UnityEngine.Object
    {
        //  特殊处理 因为有一层图集的关系 directory要传入的应该是atlas的名字
        if (typeof(T) == typeof(Sprite))
        {
            LoadSpriteAsync<T>(directory, name, callBack);
            return;
        }
        LoadAssetAsyncInternal<T>(directory, name, callBack);
    }
    private void LoadSpriteAsync<T>(string atlasName, string spriteName, Action<bool, UnityEngine.Object> callBack) where T : UnityEngine.Object
    {
#if !UNITY_EDITOR
        LoadAssetAsync<SpriteAtlas>("Sprite", atlasName, (isLoaded, atlas) => {
            if (isLoaded)
            {
                callBack?.Invoke(isLoaded, atlas.GetSprite(spriteName));
            }
            else
            {
                callBack?.Invoke(false, null);
            }
        });
#else
        //  编辑器下可以直接加载没啥问题
        LoadAssetAsyncInternal<T>("Sprite/" + atlasName, spriteName, callBack);
#endif
    }
    private void LoadAssetAsyncInternal<T>(string directory, string name, Action<bool, UnityEngine.Object> callBack) where T : UnityEngine.Object
    {
        var path = string.Concat($"Assets/ResourcesOut/{directory}/{name}", GetExtension(typeof(T))).Replace("//", "/");
        if (AssetSource.uiFromEditor)
        {
#if UNITY_EDITOR
            var asset = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(path);
            callBack?.Invoke(asset != null, asset);
#endif
        }
        else
        {
            var assetInfo = new AssetInfo(directory.ToLower(), name.ToLower());
            AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, callBack);
        }
    }
    public void UnloadAsset(string assetBundleName, string assetName)
    {
        if (AssetSource.uiFromEditor)
Main/ResModule/SceneLoader.cs
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Main/ResModule/SceneLoader.cs.meta
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Main/ResModule/ScriptableObjectLoader.cs
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Main/ResModule/ScriptableObjectLoader.cs.meta
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Main/ResModule/VideoLoader.cs
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Main/ResModule/VideoLoader.cs.meta
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