using UnityEngine; using TableConfig; using System; #if UNITY_EDITOR using UnityEditor; #endif public class InstanceResourcesLoader { public static readonly string raceSuffix = "Prefab_Race_"; public static readonly string horseSuffix = "Prefab_Horse_"; public static readonly string weaponSuffix = "Prefab_Weapon_"; public static readonly string secondarySuffix = "Prefab_Secondary_"; public static readonly string wingSuffix = "Prefab_Wing_"; public static GameObject LoadNpc(int id) { NPCConfig _m = ConfigManager.Instance.GetTemplate(id); if (_m == null || string.IsNullOrEmpty(_m.MODE) || _m.MODE.Equals("0")) { return null; } return LoadModelPrefab(raceSuffix, _m.MODE); } public static GameObject LoadDefaultFightNPC() { return LoadMob(GeneralConfig.Instance.ModeDefaultConfig[1][0], GeneralConfig.Instance.ModeDefaultConfig[1][1]); } public static GameObject LoadDefaultFuncNPC() { return LoadMob(GeneralConfig.Instance.ModeDefaultConfig[0][0], GeneralConfig.Instance.ModeDefaultConfig[0][1]); } public static GameObject LoadDefaultHorse() { return LoadMob(GeneralConfig.Instance.ModeDefaultConfig[3][0], GeneralConfig.Instance.ModeDefaultConfig[3][1]); } public static GameObject LoadDefaultPet() { return LoadMob(GeneralConfig.Instance.ModeDefaultConfig[2][0], GeneralConfig.Instance.ModeDefaultConfig[2][1]); } public static GameObject LoadNpcPrefab(int npcID) { NPCConfig _m = ConfigManager.Instance.GetTemplate(npcID); if (_m == null || _m.MODE.Equals("0")) { return null; } string _assetName; string _assetBundleName; if (GAMgr.Instance.s_NpcID2Assetname.TryGetValue(npcID, out _assetName)) { _assetBundleName = GAMgr.Instance.s_NpcID2BundleName[npcID]; } else { _assetName = StringUtility.Contact(raceSuffix, _m.MODE); _assetBundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME, _assetName); GAMgr.Instance.s_NpcID2Assetname[npcID] = _assetName; GAMgr.Instance.s_NpcID2BundleName[npcID] = _assetBundleName; } return LoadMob(_assetBundleName, _assetName); } public static GameObject LoadModelRes(int id) { ModelResConfig _m = ConfigManager.Instance.GetTemplate(id); if (_m == null) { return null; } string _name = _m.ResourcesName; int _index = _name.IndexOf('/'); if (_index != -1) { _name = _name.Substring(_index + 1); } if (_m.Type == (int)E_ModelResType.Suit) { return LoadModelPrefab(raceSuffix, _name); } else if (_m.Type == (int)E_ModelResType.Horse) { return LoadModelPrefab(horseSuffix, _name); } else if (_m.Type == (int)E_ModelResType.Wing) { return LoadModelPrefab(wingSuffix, _name); } else if (_m.Type == (int)E_ModelResType.Weapon) { return LoadModelPrefab(weaponSuffix, _name); } else if (_m.Type == (int)E_ModelResType.Secondary) { return LoadModelPrefab(secondarySuffix, _name); } return null; } public static void LoadCreateRole(int job, Action _callBack) { string _name = "Zs"; switch (job) { case 1: _name = "Zs"; break; case 2: _name = "Fs"; break; case 3: _name = "Zs"; break; case 4: _name = "Zs"; break; } if (AssetSource.mobFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Mob/CreateRole/", _name, ".prefab"); var gameObject = AssetDatabase.LoadAssetAtPath(_resourcePath); if (_callBack != null) { _callBack(true, gameObject); } #endif } else { var assetInfo = new AssetInfo("mob/createrole", _name); AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack); } } private static GameObject LoadModelPrefab(string _suffix, string name) { GameObject _gameObject = null; if (AssetSource.mobFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Mob/", _suffix + name, ".prefab"); _gameObject = AssetDatabase.LoadAssetAtPath(_resourcePath); #endif } else { string _bundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME, "prefab_race_" + name); string _assetName = _suffix + name; AssetInfo _assetInfo = new AssetInfo(_bundleName, _assetName); _gameObject = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as GameObject; } if (_gameObject == null) { DesignDebug.LogErrorFormat("InstanceResourcesLoader.LoadModel() => 加载不到资源: {0} ", name); } return _gameObject; } public static GameObject LoadMob(string assetBundleName, string assetName) { GameObject _gameObject = null; if (AssetSource.mobFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Mob/", assetName, ".prefab"); _gameObject = AssetDatabase.LoadAssetAtPath(_resourcePath); #endif } else { _gameObject = AssetBundleUtility.Instance.Sync_LoadAsset(assetBundleName, assetName) as GameObject; } if (_gameObject == null) { DesignDebug.LogErrorFormat("InstanceResourcesLoader.LoadModel() => 加载不到资源: {0}/{1} ", assetBundleName, assetName); } return _gameObject; } public static void UnloadAsset(string bundleName, string assetName) { if (!AssetSource.mobFromEditor) { AssetBundleUtility.Instance.UnloadAsset(bundleName, assetName); AssetBundleUtility.Instance.UnloadAssetBundle(bundleName, true, false); } } public static GameObject LoadEffect(int id) { GameObject _gameObject = null; EffectConfig _effectModel = ConfigManager.Instance.GetTemplate(id); if (_effectModel == null) { return null; } if (AssetSource.effectFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Effect/", _effectModel.packageName, "/", _effectModel.fxName, ".prefab"); _gameObject = AssetDatabase.LoadAssetAtPath(_resourcePath); #endif } else { string _bundleName = StringUtility.Contact(ResourcesPath.EFFECT_Folder_Name, _effectModel.packageName); AssetInfo _assetInfo = new AssetInfo(_bundleName, _effectModel.fxName); _gameObject = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as GameObject; } if (_gameObject == null) { DesignDebug.LogErrorFormat("InstanceResourcesLoader.LoadSkillEffect() => 加载不到资源: {0}", _effectModel.fxName); } return _gameObject; } public static void LoadEffectAsync(int _id, Action _callBack) { GameObject gameObject = null; var config = ConfigManager.Instance.GetTemplate(_id); if (config == null) { return; } if (AssetSource.effectFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Effect/", config.packageName, "/", config.fxName, ".prefab"); gameObject = AssetDatabase.LoadAssetAtPath(_resourcePath); if (_callBack != null) { _callBack(gameObject != null, gameObject); } #endif } else { var bundleName = StringUtility.Contact(ResourcesPath.EFFECT_Folder_Name, config.packageName); var assetInfo = new AssetInfo(bundleName, config.fxName); AssetBundleUtility.Instance.Co_LoadAsset(assetInfo, _callBack); } } }