// 获取资源运行时路径 public static string GetAssetResourceRunPath(string Type, ResourcesPathMode Mode) { StringBuilder Builder = new StringBuilder(string.Empty); Builder.Append(Mode == ResourcesPathMode.AssetBundle ? GetABRunDir() : "Assets/"); string str = GetRelativePath(Type, Mode); Builder.Append(str); return(Builder.ToString()); }
public static string GetRelativePath(string Type, ResourcesPathMode Mode) { int index = (int)Mode; string[] sArray = GetResTypePath(Type); if (sArray == null || sArray.Length == 0) { return(string.Empty); } return(sArray[index]); }
/// <summary> /// <para> 获取资源存储路径 </para> /// </summary> /// <param name="type"></param> /// <param name="mode"></param> /// <returns></returns> public static string GetAssetResourceSavePath(string type, ResourcesPathMode mode) { StringBuilder stringBuilder = new StringBuilder(string.Empty); if (mode == ResourcesPathMode.AssetBundle) { stringBuilder.Append(BuildSettings.assetBundleOutputPath); } string path = ResourcesPath.GetRelativePath(type, mode); stringBuilder.Append(path); return(stringBuilder.ToString()); }
// 获取资源存储路径 public static string GetAssetResourceSavePath(string Type, ResourcesPathMode Mode) { StringBuilder Builder = new StringBuilder(string.Empty); if (Mode == ResourcesPathMode.AssetBundle) { Builder.Append(AssetBundlePath); } string str = ResourcesPath.GetRelativePath(Type, Mode); Builder.Append(str); return(Builder.ToString()); }
public static string GetResourcePath(ResourcesType type, ResourcesPathMode mode) { int index = (int)mode; string[] path = null; switch (type) { case ResourcesType.UIWnd: path = UIWndPath; break; case ResourcesType.UIWndItem: path = UIWndItemPath; break; case ResourcesType.UIAtlas: path = UIAtlasPath; break; case ResourcesType.UIPublicWndAtlas: path = UIPublicAtlasPath; break; case ResourcesType.SceneItem: path = SceneItemPath; break; // hero case ResourcesType.ActorHero: path = ActorHeroPath; break; case ResourcesType.ActorShowHero: path = ActorHeroShowPath; break; case ResourcesType.HeroAnim: path = HeroAnimPath; break; // soldier case ResourcesType.ActorSoldier: path = ActorSoldierPath; break; case ResourcesType.ActorSoldierMaterial: path = ActorSoldierMaterialPath; break; case ResourcesType.ActorSoldierMesh: path = ActorSoldierMeshPath; break; case ResourcesType.ActorSoldierAnim: path = ActorSoldierAnimPath; break; case ResourcesType.Building: path = BuildingPath; break; case ResourcesType.BuildingModel: path = BuildingModelPath; break; case ResourcesType.BuildingSite: path = BuildingSitePath; break; case ResourcesType.CityTree: path = CityTreePath; break; case ResourcesType.BuildingTexture: path = BuildingTexturePath; break; case ResourcesType.PngTexture: path = PngTexturePath; break; case ResourcesType.Effect: path = EffectPath; break; case ResourcesType.Skill: path = SkillPath; break; case ResourcesType.Audio: path = AudioPath; break; case ResourcesType.Shader: path = ShaderPath; break; case ResourcesType.Map: path = MapPath; break; case ResourcesType.Scene: path = ScenePath; break; case ResourcesType.MapData: path = MapDataPath; break; case ResourcesType.LuaData: path = LuaDataPath; break; case ResourcesType.ComMaterial: path = ComMaterialPath; break; case ResourcesType.Depend: //LightMapPath path = DependPath; break; case ResourcesType.Config: path = ConfigPath; break; } if (null == path) { return(string.Empty); } return(path[index]); }