/// <summary>
 /// 通过预存的资源路径判断是否存在,丢失资源的情况无法判断
 /// </summary>
 /// <param name="assetPath">资源路径</param>
 /// <returns></returns>
 public bool CheckAssetExist(string assetPath)
 {
     if (!IsRuntime())
     {
         return(File.Exists(AssetBundlePath.GetFullPath(assetPath)));
     }
     return(AssetBundleManager.Instance.CheckAssetExist(assetPath));
 }
        /// <summary>
        /// 编辑器下加载Asset
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="assetName"></param>
        /// <returns></returns>
        private T EditorLoadAsset <T>(string assetName) where T : Object
        {
#if UNITY_EDITOR
            string path  = AssetBundlePath.PackagePathToAssetsPath(assetName);
            T      asset = UnityEditor.AssetDatabase.LoadAssetAtPath <T>(path.ToLower());
            return(asset);
#else
            return(null);
#endif
        }
        public void Start()
        {
            string path = AssetBundlePath.PackagePathToAssetsPath(this.assetName);

#if UNITY_EDITOR
            //这里一开始就把资源请求到,先缓存下来,单当模拟延时结束才赋给“asset”
            this.targetAsset = AssetDatabase.LoadAssetAtPath(path.ToLower(), assetType);
#endif
            if (targetAsset == null)
            {
                AssetBundleManager.Instance.AddToLoadFaildCatch(path);
                Debug.LogError(string.Format("EditorAssetAsynRequester Error : No Asset At Path{0}!", path));
                isOver = true;
                return;
            }

            this.totalWaitTime  = this.GetRandomWaitTime();
            this.remainWaitTime = this.totalWaitTime;
        }
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        public void Start()
        {
            int         bundleIndex    = AssetBundleManager.Instance.CurBundleManifest.GetAssetBundleIndex(bundleName);
            AssetBundle curAssetBundle = AssetBundleManager.Instance.GetAssetBundleCache(bundleIndex);

            if (curAssetBundle == null)
            {
                Debug.LogError("AssetBundle:" + bundleName + "is Null!!!");
                isOver = true;
                return;
            }
            var assetPath = AssetBundlePath.PackagePathToAssetsPath(assetName);

            request = curAssetBundle.LoadAssetAsync(assetPath);
            if (request == null)
            {
                Debug.LogError("New LoadAssetAsync failed !!!");
                isOver = true;
            }
        }
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 public AssetsPathMapping()
 {
     AssetName       = AssetBundlePath.PackagePathToAssetsPath(AssetBundleConfig.AssetsPathMapFileName);
     AssetbundleName = AssetBundlePath.AssetBundlePathToAssetBundleName(AssetName);
 }