using UnityEngine; using System; #if UNITY_EDITOR using UnityEditor; #endif public class ScriptableObjectLoader { public const string bundleName = "config/scriptableobject"; public const string SoNewBieGuide_Suffix = "NewBieGuideStep_"; public static NewBieGuideScriptableObject LoadSoNewBieGuideStep(int _id) { NewBieGuideScriptableObject config = null; if (!AssetSource.isUseAssetBundle) { #if UNITY_EDITOR var resourcePath = StringUtility.Concat(ResourcesPath.ResourcesOutAssetPath, "ScriptableObject/NewBieGuide/", SoNewBieGuide_Suffix, _id.ToString(), ".asset"); config = AssetDatabase.LoadAssetAtPath(resourcePath); #endif } else { var assetName = StringUtility.Concat(SoNewBieGuide_Suffix, _id.ToString()); var assetInfo = new AssetInfo(bundleName, assetName); config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as NewBieGuideScriptableObject; } if (config == null) { Debug.LogErrorFormat("ScriptableObjectLoader.LoadSoNewBieGuideStep() => 加载不到资源: {0}.", _id); } return config; } }