public static T LoadAsset <T>(eResBundle eID, string asset_path) where T : UnityEngine.Object { #if !UNITY_EDITOR //if (BundleDic.ContainsKey(bundles_dir[(int)eID])) return(BundleDic[bundles_dir[(int)eID]].LoadAsset <T>(asset_path)); #else //else{ //return getBundle(eResBundle.Image).LoadAsset<T>(asset_path); //Debug.Log(Application.dataPath + "/../" + asset_path); return(UnityEditor.AssetDatabase.LoadAssetAtPath <T>(asset_path)); #endif //System.IO.File.Open }
static ArrayList fnLoadFile(eResBundle eID, string path) { //BKTools.Assetbundle_path + BKTools.Assetbundle_Name_By_Platform + BKTools.bundles_dir[(int)eID] //var ta = BKTools.getBundle(eID).LoadAsset<TextAsset> (path); var ta = BKTools.LoadAsset <TextAsset>(eID, path); var xmlText = ta.text; ArrayList t_aArrayList = new ArrayList(); // 容器 string[] arrs = xmlText.Split(new string[] { "\r\n", "\n" }, StringSplitOptions.RemoveEmptyEntries); foreach (string str in arrs) { t_aArrayList.Add(str); } return(t_aArrayList); }
public static GameObject getBundleObject(eResBundle bundle_id, string asset_path) { return(getBundle(bundle_id).LoadAsset <GameObject>(asset_path)); }
public static AssetBundle getBundle(eResBundle eID) { return(BundleDic[bundles_dir[(int)eID]]); }