0312 unityeditor改资源标识,方便测试
| | |
| | | |
| | | private void EditorCopyAsset() |
| | | { |
| | | if (AssetSource.isUseAssetBundle) |
| | | { |
| | | FileExtersion.DirectoryCopy(ResourcesPath.CONFIG_FODLER, ResourcesPath.Instance.StreamingAssetPath + "config"); |
| | | FileExtersion.DirectoryCopy(ResourcesPath.ResourcesOutPath + "BuiltIn", ResourcesPath.Instance.StreamingAssetPath + "builtin"); |
| | | } |
| | | // if (AssetSource.isUseAssetBundle) |
| | | // { |
| | | // FileExtersion.DirectoryCopy(ResourcesPath.CONFIG_FODLER, ResourcesPath.Instance.StreamingAssetPath + "config"); |
| | | // FileExtersion.DirectoryCopy(ResourcesPath.ResourcesOutPath + "BuiltIn", ResourcesPath.Instance.StreamingAssetPath + "builtin"); |
| | | // } |
| | | } |
| | | |
| | | } |
| | |
| | | |
| | | private Sprite LoadSprite(string atlasName, string spriteName) |
| | | { |
| | | #if UNITY_EDITOR |
| | | SpriteAtlas atlas = LoadAsset<SpriteAtlas>("Sprite", atlasName.Replace("Sprite/", "")); |
| | | return atlas.GetSprite(spriteName); |
| | | #else |
| | | return ResManager.Instance.LoadAssetInternal<Sprite>(atlasName, spriteName); |
| | | #endif |
| | | if (!AssetSource.isUseAssetBundle) |
| | | { |
| | | SpriteAtlas atlas = LoadAsset<SpriteAtlas>("Sprite", atlasName.Replace("Sprite/", "")); |
| | | return atlas.GetSprite(spriteName); |
| | | } |
| | | else |
| | | return LoadAssetInternal<Sprite>(atlasName, spriteName); |
| | | } |
| | | |
| | | public void LoadAssetAsync<T>(string directory, string name, Action<bool, UnityEngine.Object> callBack) where T : UnityEngine.Object |