SetSourceAssetBundleDirectory() публичный статический Метод

public static SetSourceAssetBundleDirectory ( string relativePath ) : void
relativePath string
Результат void
Пример #1
0
        public static void SetDevelopmentAssetBundleServer()
		{
			#if UNITY_EDITOR
			// If we're in Editor simulation mode, we don't have to setup a download URL
			if (SimulateAssetBundleInEditor)
				return;
			#endif
			if(IsLoadFromStream)//从steam文件夹;
            {
                AssetBundleManager.SetSourceAssetBundleDirectory();
            }
            else
            {
                TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
                string url = (urlFile != null) ? urlFile.text.Trim() : null;
                if (url == null || url.Length == 0)
                {
                    Debug.LogError("Development Server URL could not be found.");
                    //AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
                }
                else
                {
                    AssetBundleManager.SetSourceAssetBundleURL(url);
                }
            }
		}