Пример #1
0
        /// <summary>
        /// 获取沙盒文件夹路径
        /// </summary>
        public static string MakePersistentRootPath()
        {
#if UNITY_EDITOR
            // 注意:为了方便调试查看,编辑器下把存储目录放到项目里
            string projectPath = GetDirectory(UnityEngine.Application.dataPath);
            return(StringUtility.Format("{0}/Sandbox", projectPath));
#else
            return(StringUtility.Format("{0}/Sandbox", UnityEngine.Application.persistentDataPath));
#endif
        }
Пример #2
0
        /// <summary>
        /// 获取网络资源加载路径
        /// </summary>
        public static string ConvertToWWWPath(string path)
        {
#if UNITY_EDITOR
            return(StringUtility.Format("file:///{0}", path));
#elif UNITY_IPHONE
            return(StringUtility.Format("file://{0}", path));
#elif UNITY_ANDROID
            return(path);
#elif UNITY_STANDALONE
            return(StringUtility.Format("file:///{0}", path));
#elif UNITY_WEBGL
            return(path);
#endif
        }
Пример #3
0
        /// <summary>
        /// 获取基于沙盒文件夹的加载路径
        /// </summary>
        public static string MakePersistentLoadPath(string path)
        {
            string root = MakePersistentRootPath();

            return(StringUtility.Format("{0}/{1}", root, path));
        }
Пример #4
0
 /// <summary>
 /// 获取基于流文件夹的加载路径
 /// </summary>
 public static string MakeStreamingLoadPath(string path)
 {
     return(StringUtility.Format("{0}/YooAssets/{1}", UnityEngine.Application.streamingAssetsPath, path));
 }