/// <summary> /// load lua bytes /// </summary> /// <param name="name"></param> /// <returns></returns> private byte[] LoadLuaBytes(string name) { byte[] ret = null; var txt = ResLoader.LoadAsset <TextAsset> (name); if (txt != null) { ret = txt.bytes; // ResLoader.Release(txt); } return(ret); }
string LoadResource(string name) { // var textAsset = (TextAsset)Resources.Load("proto/" + name); var textAsset = ResLoader.LoadAsset <TextAsset>(name); if (textAsset != null) { var ret = textAsset.text; // Resources.UnloadAsset(textAsset); return(ret); } else { return(null); } }
/// <summary> /// Load the specified localization dictionary. /// </summary> static async void LoadDictionary(string value) { if (value.Equals(SystemLanguage.ChineseSimplified.ToString())) { value = SystemLanguage.Chinese.ToString(); } string assetName = Common.LANGUAGE_PREFIX + value.ToLower(); var task = ResLoader.LoadAssetAsyncTask <BytesAsset>(assetName); await task; var main = task.Result; if (main != null) { byte[] txt = main.bytes; #if UNITY_EDITOR Debug.Log(mLanguage + " is loaded " + txt.Length + " " + Time.frameCount); #endif if (txt != null) { Load(txt); } // CacheManager.Subtract(abName); // ResLoader.Subtract(abName); localizationHasBeenSet = true; } else { if (!value.ToLower().Equals(SystemLanguage.English.ToString().ToLower())) { language = SystemLanguage.English.ToString(); } } // return false; }