using UnityEngine; using System; using System.IO; public class ResourcesPath : Singleton { public const string AssetDependentFileBundleName = #if UNITY_ANDROID "android"; #elif UNITY_IOS "ios"; #else "standalone"; #endif public const string windowFileBundleName = "ui"; public const string uiprefabFileBundleName = "prefab"; public readonly static string ResourcesOutPath = Application.dataPath + "/ResourcesOut/"; public const string ResourcesOutAssetPath = "Assets/ResourcesOut/"; public const string AssetDependentFileAssetName = "AssetBundleManifest"; public const string ABExtention = ".unity3d"; public readonly string StreamingAssetPath; public readonly string ExternalStorePath; #region 具体asset资源读取路径 public static readonly string MOB_FOLDER_NAME = "gmodels/"; public static readonly string EFFECT_Folder_Name = "effect/"; public static readonly string UI_SPRITE_SUFFIX = "Sprite"; public static readonly string UI_WINDOW_SUFFIX = "UI"; public static readonly string UI_FONT_SUFFIX = "Font"; public static readonly string UI_PREFAB_SUFFIX = "Prefab"; public static readonly string CONFIG_FODLER = ResourcesOutPath + "Config/"; public static readonly string AUDIO_SUFFIX = "Audio/"; public static readonly string VIDEO_SUFFIX = "Video/"; #endregion public void Init() { } public ResourcesPath() { #if UNITY_ANDROID StreamingAssetPath = Application.streamingAssetsPath + "/android/"; #elif UNITY_IOS StreamingAssetPath = Application.streamingAssetsPath + "/ios/"; #else StreamingAssetPath = Application.streamingAssetsPath + "/standalone/"; #endif if (!Application.isEditor) { switch (Application.platform) { case RuntimePlatform.WindowsPlayer: ExternalStorePath = Path.GetDirectoryName(Application.streamingAssetsPath) + "/ExternalAssets/"; break; default: ExternalStorePath = Application.persistentDataPath + "/"; break; } } else { ExternalStorePath = Application.persistentDataPath + "/"; } Debug.Log("Stream Path: " + StreamingAssetPath); Debug.Log("External Path: " + ExternalStorePath); } }