| | |
| | | return audioClip; |
| | | } |
| | | |
| | | public static T LoadScriptableObject<T>(string name) where T : ScriptableObject |
| | | { |
| | | |
| | | T config; |
| | | if (AssetSource.builtInFromEditor) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, |
| | | "BuiltIn/ScriptableObject/", name, ".asset"); |
| | | |
| | | config = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(resourcePath); |
| | | #endif |
| | | } |
| | | else |
| | | { |
| | | var assetInfo = new AssetInfo("builtin/scriptableobject", name); |
| | | config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as T; |
| | | } |
| | | |
| | | if (config == null) |
| | | { |
| | | Debug.LogErrorFormat("BuiltIn.LoadScriptableObject() => 加载不到资源: {0}.", name); |
| | | } |
| | | |
| | | return config; |
| | | } |
| | | |
| | | |
| | | } |
| | |
| | | {
|
| | | if (config == null)
|
| | | {
|
| | | config = Resources.Load<WindowConfig>("ScriptableObject/Config/WindowConfig");
|
| | | config = BuiltInLoader. LoadScriptableObject<WindowConfig>("WindowConfig");
|
| | | for (int i = 0; i < config.windows.Length; i++)
|
| | | {
|
| | | var table = config.windows[i];
|