GetAssetPaths() public method

public GetAssetPaths ( string bundleName, string assetName ) : List
bundleName string
assetName string
return List
        public static T[] LoadAll <T>(string bundleName) where T : Object
        {
#if UNITY_EDITOR
            if (UseAssetDatabase)
            {
                EnsureAssetDatabase();
                var assets = s_EditorAssetMap.GetAssetPaths(bundleName);
                if (assets.Length == 0)
                {
                    return(new T[0]);
                }

                var typeExpected = typeof(T);
                var foundList    = new List <T>(assets.Length);

                for (int i = 0; i < assets.Length; i++)
                {
                    var loaded = UnityEditor.AssetDatabase.LoadAssetAtPath <T>(assets[i]);
                    if (loaded == null)
                    {
                        continue;
                    }
                    foundList.Add(loaded);
                }
                return(foundList.ToArray());
            }
#endif
            if (!Initialized)
            {
                throw new System.Exception("BundleManager not initialized, try initialize first!");
            }
            if (!s_AssetBundles.TryGetValue(bundleName, out var foundBundle))
            {
                return(new T[0]);
            }
            var loadedAssets = foundBundle.Bundle.LoadAllAssets <T>();
            TrackObjectsInternal(loadedAssets, foundBundle);
            return(loadedAssets);
        }