hch
7 天以前 cc3855df6a83e86e6111a9dd1510ebe50eb5aace
0312 unityeditor改资源标识,方便测试
2个文件已修改
23 ■■■■ 已修改文件
Main/Core/GameEngine/Launch/BuiltInAssetCopyTask.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/ResManager.cs 13 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/GameEngine/Launch/BuiltInAssetCopyTask.cs
@@ -257,11 +257,11 @@
    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");
        // }
    }
}
Main/ResModule/ResManager.cs
@@ -205,12 +205,13 @@
    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