/// <summary> /// 初始化 /// </summary> /// <param name="path"></param> /// <param name="onInitEnd"></param> public void Init(string path, Action onInitEnd) { //多热更切换,需要卸载 if (this.loder != null) { this.UnloadAllAsset(); GC.Collect(); } this.AssetbundleMap = new Dictionary <string, AssetBundleWapper>(); this.allTaskGroupList = new List <LoaderTaskGroup>(); //1.设置加载路径 artRootPath = (path + "/" + BApplication.GetPlatformPath(Application.platform) + "/Art").Replace("\\", "/"); secArtRootPath = (Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(Application.platform) + "/Art") .Replace("\\", "/"); // string configPath = FindAsset("Config.json"); BDebug.Log("AssetBundle Version: V2", "red"); BDebug.Log("Art加载路径:" + configPath, "red"); // this.loder = new ManifestLoder(); this.loder.Load(configPath, onInitEnd); }
/// <summary> /// 初始化 /// </summary> /// <param name="path"></param> public void Init(string path) { //多热更切换,需要卸载 if (this.loder != null) { this.UnloadAllAsset(); } this.AssetbundleMap = new Dictionary <string, AssetBundleWapper>(StringComparer.OrdinalIgnoreCase); this.allTaskGroupList = new List <LoaderTaskGroup>(); var platformPath = BDApplication.GetPlatformPath(Application.platform); //1.设置加载路径 firstArtDirectory = ZString.Format("{0}/{1}/Art", path, platformPath); //当路径为persistent时,第二路径生效 secArtDirectory = ZString.Format("{0}/{1}/Art", Application.streamingAssetsPath, platformPath); // //路径替换 switch (Application.platform) { case RuntimePlatform.OSXEditor: case RuntimePlatform.OSXPlayer: case RuntimePlatform.WindowsEditor: case RuntimePlatform.WindowsPlayer: { firstArtDirectory = firstArtDirectory.Replace("\\", "/"); secArtDirectory = secArtDirectory.Replace("\\", "/"); } break; } //加载Config var artconfigPath = ""; this.loder = new ManifestLoder(); if (Application.isEditor) { artconfigPath = ZString.Format("{0}/{1}/{2}", path, platformPath, BResources.ART_CONFIG_PATH); } else { //真机环境config在persistent,跟dll和db保持一致 artconfigPath = ZString.Format("{0}/{1}/{2}", Application.persistentDataPath, platformPath, BResources.ART_CONFIG_PATH); } this.loder.Load(artconfigPath); }
/// <summary> /// 初始化 /// </summary> /// <param name="path"></param> public void Init(string path) { //多热更切换,需要卸载 if (this.loder != null) { this.UnloadAllAsset(); GC.Collect(); } this.AssetbundleMap = new Dictionary <string, AssetBundleWapper>(); this.allTaskGroupList = new List <LoaderTaskGroup>(); //1.设置加载路径 firstArtDirectory = string.Format("{0}/{1}/Art", path, BDApplication.GetPlatformPath(Application.platform)) .Replace("\\", "/"); //当路径为persistent时,第二路径生效 secArtDirectory = string.Format("{0}/{1}/Art", Application.streamingAssetsPath, BDApplication.GetPlatformPath(Application.platform)) // .Replace("\\", "/"); //加载Config var configPath = ""; this.loder = new ManifestLoder(); if (Application.isEditor) { configPath = string.Format("{0}/{1}/{2}", path, BDApplication.GetPlatformPath(Application.platform), BResources.CONFIGPATH); } else { //真机环境config在persistent,跟dll和db保持一致 configPath = string.Format("{0}/{1}/{2}", Application.persistentDataPath, BDApplication.GetPlatformPath(Application.platform), BResources.CONFIGPATH); } this.loder.Load(configPath); }