예제 #1
0
        /// <summary>
        /// 初始化manifestAsset。方便直接读取
        /// </summary>
        private static void InitManifest(MyBundle bundle = null)
        {
#if UNITY_EDITOR
            //直接读取项目资源
            if (FrameworkDefaultSetting.useEditorPrefab)
            {
                string path          = BuildDefaultPath.GetManifestAssetPath();
                var    manifestAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <PackageManifest>(path);
                manifestAsset.MapingAssetData();
                manifest.Load(manifestAsset);
            }
            else //从Bundle中读取
            {
                if (bundle == null)
                {
                    Console.WriteLine("从Bundle中读取Manifest失败!!!!");
                    return;
                }
                var manifestAsset = bundle.LoadAsset <PackageManifest>(RuntimeResPath.GetManifestAssetPath);
                manifestAsset.MapingAssetData();
                manifest.Load(manifestAsset);
            }
#else
            if (bundle == null)
            {
                Console.WriteLine("从Bundle中读取Manifest失败!!!!");
                return;
            }
            var manifestAsset = bundle.LoadAsset <PackageManifest>(RuntimeResPath.GetManifestAssetPath);
            manifestAsset.MapingAssetData();
            manifest.Load(manifestAsset);
#endif
        }
예제 #2
0
 protected override void OnLoad()
 {
     bundle = MyBundles.Load(MyAssets.GetBundleByAssetName(assetName));
     asset  = bundle.LoadAsset(MyAssets.GetAssetPathByAssetName(assetName), assetType);
 }