コード例 #1
0
ファイル: AssetBundleRes.cs プロジェクト: Hengle/UnityLearn
        public AssetBundleRes(string assetName)
        {
            mPath = ResKitUtil.FullPathForAssetBundle(assetName);

            Name = assetName;

            State = ResState.Waiting;
        }
コード例 #2
0
        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");
            }
        }