AssetBundle LoadAssetBundleFile(string assetFile, bool isStreaming) { #if UNITY_ANDROID && !UNITY_EDITOR if (isStreaming) { string path = Application.dataPath + "!assets/" + _streamingPath + assetFile; if (ObbAssetLoad.ExistsFile(_streamingPath + assetFile)) { path = GoogleObbPath.GetMainObbPath() + "/" + _streamingPath + assetFile; } AssetBundle ab = null; try { ab = AssetBundle.LoadFromFile(path); } catch (System.Exception ex) { Debugger.LogException(ex); } if (ab != null) { return(ab); } Debugger.LogError("Read StreamingAssets : " + assetFile + " fail!"); } #endif if (File.Exists(assetFile)) { AssetBundle ab = null; try { ab = AssetBundle.LoadFromFile(assetFile); } catch (System.Exception ex) { Debugger.LogException(ex); } if (ab == null) { Debugger.LogError("The file : " + assetFile + " error!!"); try { File.Delete(assetFile); PlayerPrefs.SetInt("CHECK_RESOURCE", 0); } catch (Exception ex) { Debugger.LogException(ex); } } return(ab); } PlayerPrefs.SetInt("CHECK_RESOURCE", 0); Debugger.LogError("The file : " + assetFile + " not exist!!"); return(null); }
public static void Init() { #if UNITY_ANDROID && !UNITY_EDITOR if (ApkFile == null) { ApkFile = new AssetZip(); ApkFile.Init(GoogleObbPath.GetMainObbPath()); } #endif }
public ResourceManager() { #if UNITY_EDITOR _dataPath = _optionalPath = _streamingPath = Application.dataPath + "/../../Builds/ExportResources/Windows/"; #elif UNITY_STANDALONE_WIN #if ILRUNTIME_DEBUG if (File.Exists(Application.dataPath + "/DebugPath.txt")) { string[] lines = File.ReadAllLines(Application.dataPath + "/DebugPath.txt"); _dataPath = _optionalPath = _streamingPath = Application.dataPath + lines[0]; IsILRuntimeDebug = true; } else { #endif _dataPath = Application.streamingAssetsPath + "/files/"; _optionalPath = Application.streamingAssetsPath + "/optional/"; _streamingPath = Application.streamingAssetsPath + "/GameResources/"; #if ILRUNTIME_DEBUG } #endif #elif UNITY_ANDROID _dataPath = Application.persistentDataPath + "/files/"; _optionalPath = Application.persistentDataPath + "/optional/"; _streamingPath = "GameResources/"; #elif UNITY_IPHONE _dataPath = Application.persistentDataPath + "/files/"; _optionalPath = Application.persistentDataPath + "/optional/"; _streamingPath = Application.streamingAssetsPath + "/GameResources/"; #else throw new Exception("Not supported platform!"); #endif Debugger.Log("dataPath : " + _dataPath, true); Debugger.Log("optionalPath : " + _optionalPath, true); Debugger.Log("streamingPath : " + _streamingPath, true); #if UNITY_ANDROID && !UNITY_EDITOR Debugger.Log("obbPath : " + GoogleObbPath.GetMainObbPath(), true); #endif }