// 加载mesh动画文件 //Modify by Aoicocoon 2017/12/06 //修改打包士兵数据+动画文件 public override void LoadSoldierAnim(string meshName, string animName, bool IsCache, AssetLoadHook pfun) { if (null == pfun) { return; } string folder = ResourcesPath.GetRelativePath(ResourcesType.ActorSoldierMesh, ResourcesPathMode.AssetBundle); string key = GetKey(folder, meshName + "/" + animName.ToLower()); string path = key + ConstantData.ABEXT; Object obj = FindAssetObj(key); if (null != obj) { pfun.Invoke(obj); } else { ABLoad.LoadAB(path, true, (ab) => { LoadQueue.AddLoadTask(path, animName, typeof(Texture2D), IsCache, IsCache, false, pfun); }); } }
public override void LoadSoldierAnim(string meshName, string animName, bool isCache, AssetLoadHook pfun) { if (null == pfun) { return; } string FileExt = ResourcesPath.GetFileExt(ResourcesType.ActorSoldierMesh); string key = GetKey(ResourcesType.ActorSoldierMesh, meshName + "/" + animName, FileExt); Object obj = FindAssetObj(key); if (null != obj) { pfun.Invoke(obj); } else { string PathName = "Assets/" + ResourcesPath.GetRelativePath(ResourcesType.ActorSoldierMesh, ResourcesPathMode.Editor) + meshName + "/" + animName + FileExt; Texture2D ta = AssetDatabase.LoadAssetAtPath <Texture2D>(PathName) as Texture2D; if (null != ta) { if (isCache) { AddCache(key, ta); } pfun.Invoke(ta); } else { Debug.Log("LoadAssetAtPath Empty : " + key); } } }