public override AssetType GetAssetType() { if (resType == AssetType.UNKNOW) { if (IsShaderPart()) { resType = GetShaderAssetType(); } else if (IsCustomAsset()) { // TODO wangliang on 2019/07/14 17:07:11: 不能简单通过AssetDatabase.LoadAllAssetsAtPath获得数量来判断, // 因为有可能打包的时候加入更多 // 可以采取的做法是 1:约定,2。... resType = AssetType.MULTI_ASSETS; } else if (null == dir || dir.bundleType == BundleType.Multi) { resType = ResDataHelp.GetAssetType(GetExt()); } else { resType = AssetType.MULTI_ASSETS; } } return(resType); }
private bool IsCustomAsset() { return(ResDataHelp.IsCustomAsset(GetExt())); }
public bool IsShaderAsset() { return(ResDataHelp.IsAssetShader(GetExt())); }
public bool IsShaderVariants() { return(ResDataHelp.IsAssetShaderVariants(GetExt())); }