private void CompleteBundleUIInfo(BundleUIInfo binfo) { if (string.IsNullOrEmpty(binfo.guid)) { return; } else { var path = AssetDatabase.GUIDToAssetPath(binfo.guid); var importer = AssetImporter.GetAtPath(path); var obj = AssetDatabase.LoadAssetAtPath <GameObject>(path); if (importer) { binfo.bundleName = importer.assetBundleName = string.Format(Setting.bundleNameFormat, obj.name.ToLower()); binfo.panelName = obj.name; binfo.good = true; EditorUtility.SetDirty(importer); } else { binfo.good = false; } } }
private List <BundleUIInfo> GetBundleUIInfos(List <NodeInfo> infos) { var binfo = new List <BundleUIInfo>(); foreach (var item in infos) { var p = new BundleUIInfo(); p.type = item.uiType; p.guid = item.prefabGuid; binfo.Add(p); } return(binfo); }
private List <BundleUIInfo> GetBundleUIInfos(List <NodeInfo> infos) { var binfo = new List <BundleUIInfo>(); foreach (var item in infos) { var p = new BundleUIInfo(); p.type = item.uiType; var path = AssetDatabase.GetAssetPath(item.prefab); p.guid = AssetDatabase.AssetPathToGUID(path); p.discription = item.discription; binfo.Add(p); } return(binfo); }
/// <summary> /// BundleUINode创建对象 /// </summary> /// <typeparam name="T"></typeparam> /// <param name="panelName"></param> /// <param name="onCreate"></param> private void GetGameObjectInfo(BundleUIInfo itemInfo) { #if AssetBundleTools var trigger = itemInfo as BundleUIInfo; assetLoader.LoadAssetFromUrlAsync <GameObject>(trigger.bundleName, trigger.panelName, (x) => { if (x != null) { CreateInstance(x, trigger); _loadingKeys.Remove(trigger.IDName); } else { Debug.Log(trigger.bundleName + ".." + trigger.panelName + "-->空"); } }); #endif }