/// <summary> /// 初始化加载Assetbundle的环境 /// 该接口,一般用于测试 /// </summary> /// <param name="abModel"></param> /// <param name="callback"></param> static public void InitLoadAssetBundleEnv(string path, RuntimePlatform platform) { var key = ZString.Concat(path, "_", platform); if (!loaderCacheMap.TryGetValue(key, out var loder)) { ResLoader = new AssetBundleMgrV2(); ResLoader.Init(path, platform); loaderCacheMap[key] = ResLoader; } else { ResLoader = loder; } //初始化对象池 InitObjectPools(); }
/// <summary> /// 初始化 /// </summary> /// <param name="abModel"></param> /// <param name="callback"></param> static public void Init(AssetLoadPathType loadPathType) { BDebug.Log("【BResource】加载路径:" + loadPathType.ToString()); if (loadPathType == AssetLoadPathType.Editor) { #if UNITY_EDITOR //防止编译报错 ResLoader = new DevResourceMgr(); ResLoader.Init(null, RuntimePlatform.WindowsEditor); #endif } else { var path = GameConfig.GetLoadPath(loadPathType); ResLoader = new AssetBundleMgrV2(); ResLoader.Init(path, BApplication.RuntimePlatform); } //初始化对象池 InitObjectPools(); }