using System.Collections; using System.Collections.Generic; using UnityEngine; public class SceneLoader { public static GameObject LoadCreateRole(string name) { GameObject prefab = null; if (AssetSource.sceneFromEditor) { #if UNITY_EDITOR var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Scene/CreateRole/", name, ".prefab"); prefab = UnityEditor.AssetDatabase.LoadAssetAtPath(path); #endif } else { var assetInfo = new AssetInfo("maps/createrole", name); prefab = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as GameObject; } if (prefab == null) { DebugEx.LogErrorFormat("SceneLoader.LoadCreateRole() => 加载不到资源: {0}.", name); } return prefab; } public static Texture2D LoadTexture(string folder, string name) { Texture2D texture2D = null; if (AssetSource.sceneFromEditor) { #if UNITY_EDITOR var path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Scene/", folder, "/", name, ".jpg"); texture2D = UnityEditor.AssetDatabase.LoadAssetAtPath(path); #endif } else { var assetInfo = new AssetInfo(StringUtility.Contact("maps/", folder).ToLower(), name); texture2D = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Texture2D; } if (texture2D == null) { DebugEx.LogErrorFormat("SceneLoader.LoadTexture() => 加载不到资源: {0}.", name); } return texture2D; } }