public T LoadAsset <T>(string _module, string _res) where T : UnityEngine.Object { T _t = null; _module = _module.ToLower(); _res = _res.ToLower(); #if UNITY_EDITOR if (!string.IsNullOrEmpty(_module)) { _t = EditorLoad <T>(_module, _res); } #endif if (_t == null) { AssetModuleConfig _amc = GetAssetModuleConfigByModule(_module, _res); if (_amc == null) { return(null); } _t = LoadAssetBundle <T>(_amc.GetBundleName(_res), _amc.GetResourceName(_res)); } if (_t == null) { Utility.LogError("模块", _module, "中的资源", _res, "加载失败!"); } return(_t); }
public byte[] EditorLoadTextFile(string _module, string _res) { if (editorRely == null) { CreateEditorRely(); } _module = _module.ToLower(); _res = _res.ToLower(); AssetModuleConfig _amc = GetAssetModuleConfigByModule(_module, _res); string _path = editorRely[_module][_res]; _path = Path.GetDirectoryName(_path); _path += "/"; string _fname = _amc.GetResourceName(_res); string _ext = Path.GetExtension(_fname); if (_ext.EndsWith("bytes")) { string _nefname = Path.GetFileNameWithoutExtension(_fname); while (true) { if (File.Exists(_path + _nefname + ".lua")) { _path = _path + _nefname + ".lua"; break; } if (File.Exists(_path + _nefname + ".pb")) { _path = _path + _nefname + ".pb"; break; } break; } } return(File.ReadAllBytes(_path)); }