From 9fabf247914adc5f93926644798a8cd543c73193 Mon Sep 17 00:00:00 2001
From: client_Wu Xijin <364452445@qq.com>
Date: 星期四, 15 十一月 2018 10:51:03 +0800
Subject: [PATCH] 4792 (只在master)原随包的配置全部支持热更新。
---
Core/ResModule/BuiltInLoader.cs | 14 +++++++-------
1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/Core/ResModule/BuiltInLoader.cs b/Core/ResModule/BuiltInLoader.cs
index 429e517..6c87dc9 100644
--- a/Core/ResModule/BuiltInLoader.cs
+++ b/Core/ResModule/BuiltInLoader.cs
@@ -14,7 +14,7 @@
if (AssetSource.builtInFromEditor)
{
#if UNITY_EDITOR
- var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/UI/Sprites/", name, SPRITE_EXTENSION);
+ var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Sprites/", name, SPRITE_EXTENSION);
sprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(path);
#endif
}
@@ -70,13 +70,13 @@
if (AssetSource.builtInFromEditor)
{
#if UNITY_EDITOR
- var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Music/", name, AUDIO_EXTENSION);
+ var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Musics/", name, AUDIO_EXTENSION);
audioClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>(path);
#endif
}
else
{
- var assetInfo = new AssetInfo("builtin/music", name);
+ var assetInfo = new AssetInfo("builtin/musics", name);
audioClip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AudioClip;
}
@@ -94,13 +94,13 @@
if (AssetSource.builtInFromEditor)
{
#if UNITY_EDITOR
- var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClip/", name, ".anim");
+ var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClips/", name, ".anim");
clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
#endif
}
else
{
- var assetInfo = new AssetInfo("builtin/animationclip", name);
+ var assetInfo = new AssetInfo("builtin/animationclips", name);
clip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AnimationClip;
}
@@ -144,14 +144,14 @@
{
#if UNITY_EDITOR
var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
- "BuiltIn/ScriptableObject/", name, ".asset");
+ "BuiltIn/ScriptableObjects/", name, ".asset");
config = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(resourcePath);
#endif
}
else
{
- var assetInfo = new AssetInfo("builtin/scriptableobject", name);
+ var assetInfo = new AssetInfo("builtin/scriptableobjects", name);
config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as T;
}
--
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