From 485db99b5c51a971c173664cf6e808dc8424b0a0 Mon Sep 17 00:00:00 2001
From: lcy <1459594991@qq.com>
Date: 星期五, 17 十月 2025 17:19:51 +0800
Subject: [PATCH] 136 子 【挑战】战锤秘境 / 【挑战】战锤秘境-客户端 移除错误接入
---
Main/ResModule/UILoader.cs | 416 ++++++++--------------------------------------------------
1 files changed, 60 insertions(+), 356 deletions(-)
diff --git a/Main/ResModule/UILoader.cs b/Main/ResModule/UILoader.cs
index b965037..7e8e0d7 100644
--- a/Main/ResModule/UILoader.cs
+++ b/Main/ResModule/UILoader.cs
@@ -7,368 +7,72 @@
using UnityEngine.U2D;
-// public class UILoader
-// {
-// readonly static string PREFAB_EXTERSION = ".prefab";
-// readonly static string SPRITE_EXTERSION = ".png";
-// readonly static string Spriteatlas_EXTERSION = ".spriteatlasv2";
+public class UILoader
+{
+ public static GameObject LoadWindow(string name)
+ {
+ return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_WINDOW_SUFFIX, name);
+ }
-// public static GameObject LoadWindow(string name)
-// {
-// GameObject window = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var isPriority = false;//PriorityWindowConfig.Get().priorityWindows.Contains(name);
+ public static GameObject LoadPrefab(string _name)
+ {
+ return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_PREFAB_SUFFIX, _name);
+ }
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/",
-// name,
-// PREFAB_EXTERSION);
+ public static void UnLoadPrefab(string _assetName)
+ {
+ ResManager.Instance.UnloadAsset(ResourcesPath.UI_PREFAB_SUFFIX, _assetName);
+ }
-// window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// // var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(name);
-// var bundleName = "ui/window";
+ //閫氳繃ICON琛ㄥ姞杞�
+ public static Sprite LoadSprite(string _iconKey)
+ {
+ var iconConfig = IconConfig.Get(_iconKey);
+ if (iconConfig == null)
+ {
+ return null;
+ }
-// var assetInfo = new AssetInfo(bundleName, name);
+ return LoadSprite(iconConfig.folder, iconConfig.sprite);
+ }
-// window = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
+ public static Sprite LoadSprite(string _folder, string _file)
+ {
+ return ResManager.Instance.LoadAsset<Sprite>(StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", _folder), _file);
+ }
-// if (window == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadWindow() => 鍔犺浇涓嶅埌璧勬簮: {0}.", name);
-// }
+ public static void UnLoadSprite(string _iconKey)
+ {
+ var iconConfig = IconConfig.Get(_iconKey);
+ if (iconConfig != null)
+ {
+ var bundleName = StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", iconConfig.folder);
+ ResManager.Instance.UnloadAsset(bundleName, iconConfig.sprite);
+ }
+ }
-// return window;
-// }
+ public static Font LoadFont(string _fontName)
+ {
+ return ResManager.Instance.LoadAsset<Font>(ResourcesPath.UI_FONT_SUFFIX, _fontName);
+ }
-// public static void LoadWindowAsync(string _name, Action<bool, UnityEngine.Object> _callBack)
-// {
-// GameObject window = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name);
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// isPriority ? ResourcesPath.UI_PRIORITYWINDOW_SUFFIX : ResourcesPath.UI_WINDOW_SUFFIX, "/",
-// _name,
-// PREFAB_EXTERSION);
+ public static void UnLoadFont(string _fontName)
+ {
+ ResManager.Instance.UnloadAsset(ResourcesPath.UI_FONT_SUFFIX, _fontName);
+ }
-// window = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// if (_callBack != null)
-// {
-// _callBack(window != null, window);
-// }
-// #endif
-// }
-// else
-// {
-// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_name);
-// var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _name) : "ui/window";
-// var assetInfo = new AssetInfo(bundleName, _name);
-
-// AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack);
-// }
-// }
-
-// public static void UnLoadWindowAsset(string _assetName)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// var isPriority = PriorityWindowConfig.Get().priorityWindows.Contains(_assetName);
-// var bundleName = isPriority ? StringUtility.Contact("ui/prioritywindow/", _assetName) : "ui/window";
-
-// AssetBundleUtility.Instance.UnloadAsset(bundleName, _assetName);
-// }
-// }
-
-// public static void UnLoadPriorityWindow(string windowName)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// var assetBundleName = StringUtility.Contact("ui/prioritywindow/", windowName.ToLower());
-// AssetBundleUtility.Instance.UnloadAssetBundle(assetBundleName, true, false);
-
-// switch (windowName)
-// {
-// case "LoginWin":
-// AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/login", true, false);
-// break;
-// case "SelectRoleWin":
-// case "CreateRoleWin":
-// AssetBundleUtility.Instance.UnloadAssetBundle("ui/sprite/createrole", true, false);
-// break;
-// }
-// }
-// }
-
-// public static GameObject LoadPrefab(string _name)
-// {
-// GameObject prefab = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// ResourcesPath.UI_PREFAB_SUFFIX, "/",
-// _name,
-// PREFAB_EXTERSION);
-
-// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// var bundleName = ResourcesPath.UI_PREFAB_SUFFIX.ToLower();
-// var assetInfo = new AssetInfo(bundleName, _name);
-
-// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
-
-// if (prefab == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadPrefab() => 鍔犺浇涓嶅埌璧勬簮: {0}.", _name);
-// }
-
-// return prefab;
-// }
-
-// public static void UnLoadPrefab(string _assetName)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// AssetBundleUtility.Instance.UnloadAsset("ui/prefab", _assetName);
-// }
-// }
-
-// public static Sprite LoadSprite(string _iconKey)
-// {
-// var iconConfig = IconConfig.Get(_iconKey);
-// if (iconConfig == null)
-// {
-// return null;
-// }
-
-// return LoadSprite(iconConfig.folder, iconConfig.sprite);
-// }
-
-// public static Sprite LoadSprite(string _folder, string _file)
-// {
-// var folder = _folder;
-// var file = _file;
-
-// Sprite sprite = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var relativePath = folder;
-// var rootPath = ResourcesPath.UI_SPRITE_SUFFIX;
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// rootPath, "/",
-// relativePath,
-// Spriteatlas_EXTERSION);
-
-// var spriteAtlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>(path);
-// sprite = spriteAtlas.GetSprite(file);
-// #endif
-// }
-// else
-// {
-// var bundleName = StringUtility.Contact("ui/sprite/", folder.ToLower());
-// //var assetInfo = new AssetInfo(bundleName, folder);
-
-// //var spriteAtlas = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(SpriteAtlas)) as SpriteAtlas;
-// //sprite = spriteAtlas?.GetSprite(_file);
-// var assetInfo = new AssetInfo(bundleName, file);
-
-// sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite;
-// }
-
-// if (sprite == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadSprite() => 鍔犺浇涓嶅埌璧勬簮: {0}.", file);
-// }
-
-// return sprite;
-// }
-
-// public static void UnLoadSprite(string _iconKey)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// var iconConfig = IconConfig.Get(_iconKey);
-// if (iconConfig != null)
-// {
-// var bundleName = StringUtility.Contact("ui/sprite/", iconConfig.folder.ToLower());
-// AssetBundleUtility.Instance.UnloadAsset(bundleName, iconConfig.sprite);
-// }
-// }
-
-// }
-
-// public static Font LoadFont(string _fontName)
-// {
-// Font font = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var rootPath = ResourcesPath.UI_FONT_SUFFIX;
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, rootPath, "/", _fontName, ".ttf");
-// font = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path);
-// #endif
-// }
-// else
-// {
-// var assetInfo = new AssetInfo("ui/font", _fontName);
-// font = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Font)) as Font;
-// }
-
-// if (font == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadFont() => 鍔犺浇涓嶅埌璧勬簮: {0}.", _fontName);
-// }
-
-// return font;
-// }
-
-// public static void UnLoadFont(string _fontName)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// AssetBundleUtility.Instance.UnloadAsset("ui/font", _fontName);
-// }
-// }
-
-// public static GameObject LoadTreasure(string folder, string name)
-// {
-// GameObject prefab = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// "UI/Treasure/", folder, "/",
-// name,
-// PREFAB_EXTERSION);
-
-// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// var bundleName = StringUtility.Contact("ui/treasure/", folder).ToLower();
-// var assetInfo = new AssetInfo(bundleName, name);
-
-// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
-
-// if (prefab == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadPrefab() => 鍔犺浇涓嶅埌璧勬簮: {0}.", name);
-// }
-
-// return prefab;
-// }
-
-// public static void UnLoadTreasure(string folder, string _assetName)
-// {
-// if (!AssetSource.uiFromEditor)
-// {
-// AssetBundleUtility.Instance.UnloadAsset(StringUtility.Contact("ui/treasure/", folder).ToLower(), _assetName);
-// }
-// }
-
-// public static GameObject LoadFaqi(string pathName, string name)
-// {
-// GameObject prefab = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// //"UI/Treasure/", folder, "/",
-// pathName,
-// name,
-// PREFAB_EXTERSION);
-
-// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// var bundleName = pathName; //StringUtility.Contact("ui/treasure/", folder).ToLower();
-// var assetInfo = new AssetInfo(bundleName, name);
-
-// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
-
-// if (prefab == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadFaqi() => 鍔犺浇涓嶅埌璧勬簮: {0}.", name);
-// }
-
-// return prefab;
-// }
-
-
-// public static GameObject LoadGodWeapon(string _name)
-// {
-// GameObject prefab = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// "UI/GodWeapon/",
-// _name,
-// PREFAB_EXTERSION);
-
-// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// var bundleName = "ui/godweapon";
-// var assetInfo = new AssetInfo(bundleName, _name);
-// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
-
-// if (prefab == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadGodWeapon() => 鍔犺浇涓嶅埌璧勬簮: {0}.", _name);
-// }
-
-// return prefab;
-// }
-
-// public static GameObject LoadBossShow(string _name)
-// {
-// GameObject prefab = null;
-// if (AssetSource.uiFromEditor)
-// {
-// #if UNITY_EDITOR
-// var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
-// "UI/BossShow/",
-// _name,
-// PREFAB_EXTERSION);
-
-// prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
-// #endif
-// }
-// else
-// {
-// var bundleName = "ui/bossshow";
-// var assetInfo = new AssetInfo(bundleName, _name);
-// prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject;
-// }
-
-// if (prefab == null)
-// {
-// Debug.LogErrorFormat("UILoader.LoadBossShow() => 鍔犺浇涓嶅埌璧勬簮: {0}.", _name);
-// }
-
-// return prefab;
-// }
-
-// }
+ public static Texture2D LoadTexture2D(string _iconKey)
+ {
+ var iconConfig = IconConfig.Get(_iconKey);
+ if (iconConfig == null)
+ {
+ return null;
+ }
+ return ResManager.Instance.LoadAsset<Texture2D>(StringUtility.Contact(ResourcesPath.UI_TEXTURE_SUFFIX, "/" + iconConfig.folder), iconConfig.sprite);
+ }
+
+ public static Texture2D LoadTexture2DPNG(string name)
+ {
+ return ResManager.Instance.LoadAsset<Texture2D>(StringUtility.Contact(ResourcesPath.UI_TEXTURE_SUFFIX, "/FullScreenBg"), name + ".png", false);
+ }
+}
--
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