/// <summary> /// 获取已加载的资源 /// </summary> public GameObject GetPrefab(ResType type, string abName) { GameObject obj = null; string abPath = ResConfig.GetABPath(type, abName); AssetBundleData assetBundle = GetAssetBundle(abPath); if (assetBundle == null) { LoadAssetBundle(abPath); LogUtil.LogError("资源获取失败------abName:" + abPath); return(null); } else { dicAssetBundle.TryGetValue(abPath, out assetBundle); if (assetBundle != null) { obj = assetBundle.ab.LoadAsset(abName, typeof(GameObject)) as GameObject; } } if (obj == null) { LogUtil.LogError("资源获取失败------abName:" + abName); return(null); } return(UnityEngine.Object.Instantiate <GameObject>(obj)); }
public void UnLoadAssetBundle(ResType type, string abName) { //这里可以过滤一下公共资源 //卸载资源 string abPath = ResConfig.GetABPath(type, abName); UnloadAssetBundleInternal(abPath); UnloadDependencies(abPath); }
private void LoadConfig() { AssetManager.Instance.LoadConfig(ResType.Config, ResConfig.GetABPath(ResType.Config, ""), "", LoadComplete); }