private IResource CreateResource(eResourceType eType, string name, string assetpath, Object objresource, bool isAssetBundle) { IResource resource = null; switch (eType) { //case E_ResourceType.Actor: case eResourceType.UI: case eResourceType.Prefab: case eResourceType.Text: resource = new PrefabResource(objresource, eType, isAssetBundle); break; case eResourceType.Sound: resource = new SoundResource(objresource, isAssetBundle); break; } resource.InitLoad(name, assetpath); Dictionary <int, IResource> dicRes = GetDicResource(eType); if (dicRes.ContainsKey(resource.GetHashCode())) { // LogManager.GetInstance().LogDebug("CreateResource name error" + name); } else { dicRes.Add(resource.GetHashCode(), resource); } return(resource); }
private IResource CreateResource(eResourceType eType, string name, string assetpath, Object objresource, bool isAssetBundle) { IResource resource = null; switch (eType) { //case E_ResourceType.Actor: case eResourceType.UI: case eResourceType.Prefab: resource = new PrefabResource(objresource, eType, isAssetBundle); break; // case E_ResourceType.UnitySprite: // resource = new SpriteResource(objresource); // break; case eResourceType.Script: resource = new ScriptResource(objresource, isAssetBundle); break; case eResourceType.SpriteAsset: SpritePackerAsset spritePackerAsset = (SpritePackerAsset)objresource; resource = new SpriteAssetResource(spritePackerAsset.AllSprites, isAssetBundle); break; case eResourceType.Scriptable: resource = new ScriptableResource(objresource, isAssetBundle); break; case eResourceType.Texture: resource = new TextureResouce(objresource, isAssetBundle); break; case eResourceType.Sound: resource = new SoundResource(objresource, isAssetBundle); break; } resource.InitLoad(name, assetpath); Dictionary <int, IResource> dicRes = GetDicResource(eType); if (dicRes.ContainsKey(resource.GetHashCode())) { // LogManager.GetInstance().LogDebug("CreateResource name error" + name); } else { dicRes.Add(resource.GetHashCode(), resource); } return(resource); }