public object[] RunScript(string scriptAssetpath) { TextAsset luaText = ABResources.Load <TextAsset>(scriptAssetpath); //Debug.LogFormat("LuaVM RunScript luaText:\n{0}", luaText.text); return(DoString(luaText.bytes, scriptAssetpath)); }
public LuaVM() { this.AddLoader((ref string filepath) => { //Debug.LogFormat("LuaVM Load filepath:{0}", filepath); TextAsset luaText = ABResources.Load <TextAsset>(filepath); //Debug.LogFormat("LuaVM Load file content:\n{0}", luaText.text); return(luaText.bytes); }); }
public static void MarkAllAssetBundles() { var assetFiles = Directory.GetFiles(assetBundleResourceFolder, "*", SearchOption.AllDirectories); var assetFilesToBeAB = assetFiles.Where(f => !f.EndsWith(".meta")) .Where(f => !f.EndsWith(".cs")); //make sure the path is assetPath(path are relative to the project folder, and path is sperated by "/", for example: "Assets/MyTextures/hello.png"). assetFilesToBeAB = assetFilesToBeAB.Select(path => path.Replace("\\", "/")); Debug.LogFormat("assetFilesToBeAB:\n{0}", string.Join("\n", assetFilesToBeAB.ToArray())); foreach (string assetPath in assetFilesToBeAB) { var assetImp = AssetImporter.GetAtPath(assetPath); if (assetImp != null) { assetImp.assetBundleName = ABResources.AssetPathToAssetBundleName(assetPath); } } }