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using LitJson;
using System.Collections;
using System.Collections.Generic;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using WK.Data;
namespace WK
{
public class ResourceManager : Singleton<ResourceManager>
{
// 资源根目录是Assets/Bundle/,后续可能会把部分资源移动到streamingAssets目录
public const string kAssetRoot = "Assets/Bundle/";
public T LoadAsset<T>(string relativePath) where T : UnityEngine.Object
{
#if UNITY_EDITOR
string path = kAssetRoot + relativePath;
T obj = AssetDatabase.LoadAssetAtPath(path, typeof(T)) as T;
return obj;
#else
return null ;
#endif
}
/// <summary>
/// 根据filekey读资源
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="fileKey"></param>
/// <returns></returns>
public T LoadFile<T>(string fileKey) where T : UnityEngine.Object
{
FileDescriptor file = DataManager.Instance.GetFile(fileKey);
if (file == null)
return default(T);
if(file.root == FileRoot.Bundle)
{
#if UNITY_EDITOR
string tmp = kAssetRoot + file.path;
T obj = AssetDatabase.LoadAssetAtPath(tmp, typeof(T)) as T;
return obj;
#endif
}
return null;
//else if(file.root == FileRoot.Persistent)
//{
// string tmp = Application.persistentDataPath + "/" + file.path;
//}
//else if(file.root == FileRoot.Streaming)
//{
//}
}
}
}
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