public AssetBundleRes(string assetName) { mPath = ResKitUtil.FullPathForAssetBundle(assetName); Name = assetName; State = ResState.Waiting; }
private void Load() { if (ResMgr.IsSimulationModeLogic) { #if UNITY_EDITOR var assetBundleNames = UnityEditor.AssetDatabase.GetAllAssetBundleNames(); foreach (var assetBundleName in assetBundleNames) { var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); var assetBundleData = new AssetBundleData { Name = assetBundleName, DependencyBundleNames = UnityEditor.AssetDatabase.GetAssetBundleDependencies(assetBundleName, false) }; foreach (var assetPath in assetPaths) { var assetData = new AssetData { OwnerBundleName = assetBundleName, // 通过路径获取名字 Name = assetPath .Split('/').Last() .Split('.').First() }; assetBundleData.AssetDataList.Add(assetData); } AssetBundleDatas.Add(assetBundleData); } #endif } else { var mainBundle = AssetBundle.LoadFromFile(ResKitUtil.FullPathForAssetBundle(ResKitUtil.GetPlatformName())); mManifest = mainBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest"); } }