// Instantiate 하지 않은 크리쳐로딩. public static GameObject CreatureDefaultLoadPrefab(string aPrefabName) { #if ASSET_BUNDLE GameObject resultObj = ResourceBundle.intance.ResourceObject(UtilFunc.GetCreatureBundleName(aPrefabName), aPrefabName, typeof(GameObject)) as GameObject; #else GameObject resultObj = Resources.Load(UtilFunc.GetCreatureResName(aPrefabName)) as GameObject; #endif if (resultObj == null) { #if DEBUG_LOG Debug.LogError(string.Format("<color=red>UIResourceMgr->CreatureDefaultLoadPrefab 크리쳐 모델 로드 실패 모델 리소스 {0} 가 존재하지 않는다.</color>", aPrefabName)); #endif return(null); } #if ASSET_BUNDLE ReLinkAtlas(resultObj); #endif return(resultObj); }
// Instantiate 한 크리쳐 모델 로드하고 리턴. public static GameObject CreateCreatureModel(string szResourceName, string changeName, Transform parent, SetTransformType TransformType) { #if ASSET_BUNDLE GameObject OriginObj = ResourceBundle.intance.ResourceObject(UtilFunc.GetCreatureBundleName(szResourceName), szResourceName, typeof(GameObject)) as GameObject; #else GameObject OriginObj = Resources.Load(UtilFunc.GetCreatureResName(szResourceName)) as GameObject; #endif if (OriginObj == null) { #if DEBUG_LOG Debug.LogError(string.Format("<color=red>UIResourceMgr->LoadInstantiateCreatureModel 크리쳐 모델 로드 실패 모델 리소스 {0} 가 존재하지 않는다.</color>", szResourceName)); #endif return(null); } if (string.IsNullOrEmpty(changeName) == true) { changeName = OriginObj.name; } GameObject resultObj = InstantiateGameObject(OriginObj, parent, TransformType, changeName); return(resultObj); }