void Awake() { if (Prefabs != null) { foreach (var prefab in Prefabs) { GameObject g = Instantiate <GameObject>(prefab); if (_asParent) { g.transform.SetParent(transform, false); } } } if (PrefabsInRes != null) { foreach (var s in PrefabsInRes) { GameObject g = Instantiate <GameObject>(UResources.Load <GameObject>(s)); if (_asParent) { g.transform.SetParent(transform, false); } } } }
/// <summary> /// 加载StreamingAssets物体(可更新) /// </summary> /// <param name="path"></param> /// <returns></returns> public static WWW LoadStreamingAsset(string path) { var localizationPath = Localization.ConvertAssetPath(path); WWW result = UResources.LoadStreamingAsset(localizationPath); if (!string.IsNullOrEmpty(result.error)) { result = UResources.LoadStreamingAsset(path); } return(result); }
public static Object Load(string path, Type type) { var localizationPath = Localization.ConvertAssetPath(path); Object result = UResources.Load(localizationPath, type); if (result == null) { result = UResources.Load(path, type); } return(result); }
/// <summary> /// 请求一个文件 /// </summary> /// <param name="path"></param> /// <returns></returns> public static FileInfo ReqFile(string path) { //转化为本地化资源路径 var localizationPath = Localization.ConvertAssetPath(path); FileInfo result = UResources.ReqFile(localizationPath); if (result == null) { //没有找到本地化资源,寻找非本地化资源 result = UResources.ReqFile(path); } return(result); }
public static void LoadAsync(string path, Type type, Action <Object> onDone) { var localizationPath = Localization.ConvertAssetPath(path); UResources.LoadAsync(localizationPath, type, localizationResult => { if (localizationResult != null) { onDone(localizationResult); } else { UResources.LoadAsync(path, type, onDone); } }); }
/// <summary> /// 异步加载StreamingAssets物体(可更新) /// </summary> /// <param name="path"></param> /// <param name="onDone"></param> public static void LoadStreamingAssetAsync(string path, Action <WWW> onDone) { var localizationPath = Localization.ConvertAssetPath(path); UResources.LoadStreamingAssetAsync(localizationPath, www => { if (string.IsNullOrEmpty(www.error)) { onDone(www); } else { UResources.LoadStreamingAssetAsync(localizationPath, onDone); } }); }
public static void InitLanguage() { //预置语言 var www = UResources.LoadStreamingAsset("language.txt"); if (string.IsNullOrEmpty(www.error)) { var txt = www.text; txt = txt.Replace("-", "_"); //避免把_写成了- Language = (LanguageEnum)Enum.Parse(typeof(LanguageEnum), txt); Debug.Log("使用StreamingAsset中的语言:" + www.text + " => " + Language); } else { var systemLanguage = Application.systemLanguage; switch (systemLanguage) { case SystemLanguage.Chinese: case SystemLanguage.ChineseSimplified: Language = LanguageEnum.zh_CN; break; case SystemLanguage.ChineseTraditional: Language = LanguageEnum.zh_TW; break; case SystemLanguage.English: Language = LanguageEnum.en_US; break; case SystemLanguage.French: Language = LanguageEnum.fr_FR; break; } Debug.Log("没有找到StreamingAsset中的语言,使用系统语言:" + systemLanguage + " => " + Language); } }
public void Play(string clipPath) { Play(UResources.Load <AudioClip>(clipPath)); }