/// <summary> /// 从 testBundle_path 目录装载指定名称的 asset bundle /// </summary> /// <param name="bundleName"> asset bundle 文件名 不需要指定目录 </param> /// <returns></returns> static public AssetBundle LoadBundle(string bundleName) { string testData_folder = testBundle_path + PlatformPath.GetPath(Application.platform); AssetBundle ab = AssetBundle.LoadFromFile(testData_folder + "/" + bundleName); return(ab); }
public void Init() { Context context = Context.Unknown; ByteBuffer bb = TestData.LoadResource("suit_metal_dragon_male." + PlatformPath.GetPath(Application.platform).ToLower() + ".texture", out context); Assert.IsNotNull(bb); Assert.AreNotEqual(context, Context.Unknown); TextureUnserializer unserializer = UnserializerFactory.Instance.Create(context) as TextureUnserializer; result = unserializer.Parse(bb) as ResourceObjectSingle; Assert.IsNotNull(result); texture = Schema.Texture.GetRootAsTexture(bb); }
static ResourceObjectMaterial() { platform = PlatformPath.GetPath(Application.platform).ToLower(); }
private ShaderManager() { coreDataBundle = ".coreData/" + PlatformPath.GetPath(Application.platform) + "/coredata.bundle"; }