/// <summary> /// 加载 Assets SourceAssets 文件夹下资源 /// </summary> /// <param name="resName">加载的资源名字</param> /// <param name="bundPath">导入 AssetBundle 路径</param> /// <param name="type">资源的类型</param> /// <returns></returns> private static LoadSourceEntity LoadBuildSources(string resName, string bundPath) { if (string.IsNullOrEmpty(bundPath)) { bundPath = resName; } string path = LCSPathHelper.UnityBuildRootPath() + bundPath; return(LoadBinarySources(path, resName)); }
/// <summary> /// 加载 streamingAssets 文件夹下的文件 /// /// entity.BundlePath 相对于 streamingAssets 文件夹的路径 /// </summary> /// <param name="entity">资源管理实体</param> /// <param name="callback">资源管理类的回调函数</param> private void LoadStreamingSources(LoadSourceEntity entity, Action <LoadSourceEntity> callback) { if (entity == null) { return; } if (string.IsNullOrEmpty(entity.BundlePath)) { entity.BundlePath = entity.ResName; } string loadPath = LCSPathHelper.UnityStreamingAssets() + entity.BundlePath; LoadBinarySources(entity, loadPath, callback); }
/// <summary> /// 将日志保存到日志文件中 /// </summary> public static void SaveToFile() { if (!LCSConfig.IsDebugMode || _fileLogs == null) return; string savePath = LCSPathHelper.UnityLogFilePath(); FileStream stream = File.Open(savePath, FileMode.OpenOrCreate); if (stream.Length > LCSConfig.KbSize) { stream.Close(); File.WriteAllText(savePath, ""); } stream.Close(); stream = null; StreamWriter write = File.AppendText(savePath); for (int i = 0, len = _fileLogs.Count; i < len; i++) { write.WriteLine(_fileLogs[i]); } _fileLogs.Clear(); write.Flush(); write.Close(); write = null; }