/// <summary> /// 从IFS或StreamingAssets目录异步加载资源 /// </summary> /// <param name="complete"></param> /// <param name="progress"></param> /// <returns></returns> public IEnumerator LoadAsync(string pkgPath, bool outside, Action <ResObj> complete = null, Action <float> progress = null) { string realPath = FileUtil.CombinePath(pkgPath, OriginPath); if (outside) { yield return(LoadAsync(FileUtil.GetIFSExtractPathWithHeader(), pkgPath, complete, progress)); } else { yield return(LoadAsync(FileUtil.GetStreamingAssetsPathWithHeader(""), pkgPath, complete, progress)); } }
/// <summary> /// 取bundle完整路径 /// </summary> /// <param name="pi"></param> /// <returns></returns> string GetBundleFullPath(BundlePackInfo pi, bool withHeader) { #if UNITY_EDITOR && !UNITY_EDITOR_OSX // 在PC上用Windows的Shader包,解决材质丢失问题 if (pi.Path == "Shaders.ab") { if (withHeader) { return(string.Format("file:///{0}/../../IFS/Build/Win/shaders.ab", Application.dataPath)); } else { return(string.Format("{0}/../../IFS/Build/Win/shaders.ab", Application.dataPath)); } } else #endif { if (pi.Outside) { if (withHeader) { return(FileUtil.CombinePath(FileUtil.GetIFSExtractPathWithHeader(), pi.Path)); } else { return(FileUtil.CombinePath(FileUtil.GetIFSExtractPath(), pi.Path)); } } else { if (withHeader) { return(FileUtil.GetStreamingAssetsPathWithHeader(pi.Path)); } else { return(FileUtil.CombinePath(Application.streamingAssetsPath, pi.Path)); } } } }