Main/ResModule/AssetBundle/AssetBundleUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/ResModule/ResManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -100,10 +100,10 @@ public async UniTask Initialize() { await Co_LoadMainfestFile("audio"); await Co_LoadMainfestFile("video"); // await Co_LoadMainfestFile("video"); await Co_LoadMainfestFile("mobeffectshader"); await Co_LoadMainfestFile("config"); await Co_LoadMainfestFile("maps"); // await Co_LoadMainfestFile("config"); // await Co_LoadMainfestFile("maps"); await Co_LoadMainfestFile("ui"); await Co_LoadAssetBundle(ResourcesPath.windowFileBundleName); Main/ResModule/ResManager.cs
@@ -148,6 +148,10 @@ } else { if (directory == "UI" || directory == "UIComp" || directory.StartsWith("Sprite") || directory == "Battle/Prefabs") { directory = "UI/" + directory; } var assetInfo = new AssetInfo(directory.ToLower(), name.ToLower()); asset = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(T)) as T; }