public static string LoadTextWithString(string path) { TextAsset textAsset = AssetTrackMgr.GetAsset <TextAsset>(path); if (null != textAsset) { return(textAsset.text); } return(null); }
public static byte[] LoadTextWithBytes(string path) { TextAsset textAsset = AssetTrackMgr.GetAsset <TextAsset>(path); if (null != textAsset) { return(textAsset.bytes); } return(null); }
/// <summary> /// 播放世界音效 /// </summary> public static void PlayWorldSound(GameObject attachTarget, string audioName, bool isLoop = false, float speed = 1) { var audioClip = AssetTrackMgr.GetAsset <AudioClip>(audioName); AudioManager.Instance.PlayWorldSound(attachTarget, audioClip, isLoop, speed); }
/// <summary> /// 播放多通道音效 /// </summary> public static void PlayMultipleSound(string audioName, bool isLoop = false, float speed = 1) { var audioClip = AssetTrackMgr.GetAsset <AudioClip>(audioName); AudioManager.Instance.PlayMultipleSound(audioClip, isLoop, speed); }
/// <summary> /// 播放背景音乐 /// </summary> public static void PlayBackgroundMusic(string audioName, bool isLoop = true, float speed = 1) { var audioClip = AssetTrackMgr.GetAsset <AudioClip>(audioName); AudioManager.Instance.PlayBackgroundMusic(audioClip, isLoop, speed); }
public static UnityEngine.Object GetAsset(string path, Type type) { return(AssetTrackMgr.GetAsset(path, type)); }
/// <summary> /// 停止播放指定的多通道音效 /// </summary> public static void StopMultipleSound(string audioName) { var audioClip = AssetTrackMgr.GetAsset <AudioClip>(audioName); AudioManager.Instance.StopMultipleSound(audioClip); }