예제 #1
0
    /// <summary>
    /// 获取本地资源文件路径
    /// </summary>
    /// <param name="assetBundlName"></param>
    /// <returns></returns>
    public static string GetABFilePath(string fileName)
    {
        string filePath = GetSandboxABFilePath(fileName);

        if (MLFileUtil.CheckFileExits(filePath))
        {
            //Debug.Log("Find sandbox ABFile path====" + filePath);
            return(filePath);
        }

        // 获取stream assets 路径的资源不判定文件是否存在
        // android不支持文件判定
        filePath = GetLocalABFilePath(fileName);

#if !UNITY_ANDROID
        if (MLFileUtil.CheckFileExits(filePath))
        {
            //Debug.Log("Find local ABFile path====" + filePath);
            return(filePath);
        }
#else
        //Debugger.Log("Find local ABFile path====" + filePath);
        return(filePath);
#endif
        return(filePath);
    }
예제 #2
0
    /// <summary>
    /// 读取本地资源配置数据
    /// </summary>
    public void LoadLocalGameRes()
    {
        // 首先读取沙盒目录下资源配置文件
        string xmlPath = ABConfiger.GetSandboxFilePath(TableGameRes.FILE_NAME);

        Debug.Log("Sandbox xml file path====" + xmlPath);
        if (MLFileUtil.CheckFileExits(xmlPath))
        {
            localTableResConfig = XMLSerializer.Read <TableGameRes>(xmlPath) as TableGameRes;
            LoadResConfigComplete();
            return;
        }

        CoroutineManger.Instance.StartCoroutine(LoadLocalGameResAsync());
    }