/// <summary> /// 加载 Assets SourceAssets 文件夹下资源 /// </summary> /// <param name="resName">加载的资源名字</param> /// <param name="bundPath">导入 AssetBundle 路径</param> /// <param name="type">资源的类型</param> /// <returns></returns> private static LoadSourceEntity LoadBuildSources(string resName, string bundPath) { if (string.IsNullOrEmpty(bundPath)) { bundPath = resName; } string path = LCSPathHelper.UnityBuildRootPath() + bundPath; return(LoadBinarySources(path, resName)); }
/// <summary> /// 加载打包资源文件夹 /// /// SourceAssets 下的文件 /// /// entity.BundlePath 相对于 SourceAssets 文件夹路径 /// </summary> /// <param name="entity">资源管理实体</param> /// <param name="callback">资源管理类的回调函数</param> private void LoadBuildSources(LoadSourceEntity entity, Action <LoadSourceEntity> callback) { if (entity == null) { return; } if (string.IsNullOrEmpty(entity.BundlePath)) { entity.BundlePath = entity.ResName; } string loadPath = LCSPathHelper.UnityBuildRootPath() + entity.BundlePath; LoadBinarySources(entity, loadPath, callback); }