public AssetBundleRes(string assetName) { mPath = ResKitUtil.FullPathForAssetBundle(assetName); Name = assetName; State = ResState.Waiting; }
private void Load() { if (ResMgr.IsSimulationModeLogic) { #if UNITY_EDITOR var assetBundleNames = UnityEditor.AssetDatabase.GetAllAssetBundleNames(); foreach (var assetBundleName in assetBundleNames) { var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); var assetBundleData = new AssetBundleData() { Name = assetBundleName, DenpendnecyBundleNames = UnityEditor.AssetDatabase.GetAssetBundleDependencies(assetBundleName, false) }; foreach (var assetPath in assetPaths) { var assetData = new AssetData() { Name = assetPath.Split('/') .Last() .Split('.') .First(), OwnerBundleName = assetBundleName }; assetBundleData.AssetDataList.Add(assetData); } AssetBundleDatas.Add(assetBundleData); } AssetBundleDatas.ForEach(abData => { Debug.LogFormat("----{0}----", abData.Name); abData.AssetDataList.ForEach(assetData => { Debug.LogFormat("AB:{0} AssetData:{1}", abData.Name, assetData.Name); }); foreach (var dependencyBundleName in abData.DenpendnecyBundleNames) { Debug.LogFormat("AB:{0} Depend:{1}", abData.Name, dependencyBundleName); } }); #endif } else { var mainBundlePath = ResKitUtil.FullPathForAssetBundle(ResKitUtil.GetPlatformName()); AssetBundle mainBundle = AssetBundle.LoadFromFile(mainBundlePath); mManifest = mainBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest"); } }