Beispiel #1
0
        protected T EditorLoad <T>(string address) where T : UnityEngine.Object
        {
            if (address == null || address == "")
            {
                return(null);
            }
#if UNITY_EDITOR
            string subAddress = null;
            if (address.Contains("["))
            {
                subAddress = address.Split('[', ']')[1];
                address    = address.Split('[', ']')[0];
            }

            UnityEditor.AddressableAssets.Settings.AddressableAssetSettings     settings   = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings;
            List <UnityEditor.AddressableAssets.Settings.AddressableAssetEntry> allEntries = new List <UnityEditor.AddressableAssets.Settings.AddressableAssetEntry>(settings.groups.SelectMany(g => g.entries));
            UnityEditor.AddressableAssets.Settings.AddressableAssetEntry        foundEntry = allEntries.FirstOrDefault(e => e.address == address);

            if (foundEntry != null)
            {
                if (subAddress != null)
                {
                    UnityEngine.Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(foundEntry.AssetPath); //loads all sub-assets from one asset

                    if (objects.Length > 0)
                    {
                        for (int i = 0; i < objects.Length; i++)                                    // loop on all sub-assets loaded
                        {
                            if (objects[i].name == subAddress && objects[i].GetType() == typeof(T)) // if the name AND the type match we found it
                            {
                                return((objects[i]) as T);
                            }
                        }
                    }
                }
                else
                {
                    return(UnityEditor.AssetDatabase.LoadAssetAtPath <T>(foundEntry.AssetPath));
                }
            }
            return(null);
#else
            Debug.LogError("Can't load addressable asset with editor load option!");
            return(null);
#endif
        }
Beispiel #2
0
        public void LoadLanguage(UnityEngine.MonoBehaviour caller, string language)
        {
#if UNITY_EDITOR
            if (UnityEngine.Application.isEditor && !UnityEngine.Application.isPlaying)
            {
                IsLoading = true;
                try {
                    var aaSettings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.GetSettings(true);
                    UnityEditor.AddressableAssets.Settings.AddressableAssetEntry foundEntry = null;
                    var assetsList = new System.Collections.Generic.List <UnityEditor.AddressableAssets.Settings.AddressableAssetEntry>(2048);
                    aaSettings.GetAllAssets(assetsList, false);
                    foreach (var entry in assetsList)
                    {
                        if (entry.address == LanguageManagerLoaderAddress)
                        {
                            foundEntry = entry;
                            break;
                        }
                    }
                    Loader = UnityEditor.AssetDatabase.LoadAssetAtPath <LanguageLoader>(UnityEditor.AssetDatabase.GUIDToAssetPath(foundEntry.guid));
                    var languageAssetReference = Loader.FindAssetReferenceForLanguage(language);
                    var path = UnityEditor.AssetDatabase.GUIDToAssetPath(languageAssetReference.RuntimeKey.ToString());
                    var type = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(path);
                    var loadedLanguageData = UnityEditor.AssetDatabase.LoadAssetAtPath <LanguageData>(path);
                    loadedData        = loadedLanguageData.GetData();
                    HasLoadedLanguage = true;
                    LoadedLanguage    = language;
                } catch (System.Exception e) {
                    IsLoading = false;
                    throw e;
                }
            }
#endif
            if (UnityEngine.Application.isPlaying)
            {
                caller.StartCoroutine(LoadLanguageCoroutine(language));
            }
        }