/// <summary> /// 同步加载 /// </summary> /// <typeparam name="T"></typeparam> /// <param name="name"></param> /// <returns></returns> public static T Load <T>(string name, LoadPathType pathType = LoadPathType.RuntimePath) where T : UnityEngine.Object { if (string.IsNullOrEmpty(name)) { return(null); } return(ResLoader.Load <T>(name, pathType)); }
/// <summary> /// 同步加载 /// </summary> /// <param name="assetLoadPath">资源路径</param> /// <param name="pathType">加载类型:路径名还是GUID</param> /// <param name="groupName">加载组,用以对资源加载分组</param> /// <typeparam name="T"></typeparam> /// <returns></returns> public static T Load <T>(string assetLoadPath, LoadPathType pathType = LoadPathType.RuntimePath, string groupName = null) where T : UnityEngine.Object { if (string.IsNullOrEmpty(assetLoadPath)) { return(null); } //添加到资源组 AddAssetsPathToGroup(groupName, assetLoadPath); //加载 return(ResLoader.Load <T>(assetLoadPath, pathType)); }