示例#1
0
        public Texture GetTexture(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <Texture>(assetName);

            if (String.IsNullOrEmpty(assetName))
            {
//                Debug.LogError("Null!"+assetName);
                return(null);
            }

            assetName = assetName.ToLower();
            string bundleName = assetName + BytesExt;

            AddAssetBundleNameDic(assetPath, bundleName);
            BundleWrapper bundle = LoadBundle(bundleName);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[] names = bundle.GetAllAssetNames();
            Texture  sp    = bundle.LoadAsset <Texture>(names[0]);

            return(sp);
        }
示例#2
0
        IEnumerator AsyncLoadCoroutine(string assetName, Action <SpriteAtlas> callBack)
        {
            string[]      moduleNameParts  = assetName.Split('_');
            string        moduleFolderName = moduleNameParts[0] + "_" + moduleNameParts[1];
            BundleWrapper bundle           = LoadBundle(moduleFolderName.ToLower() + AtlasExt);
            //yield return null;
            AssetBundleRequest req = bundle.LoadAllAssetsAsync();

            if (req == null)
            {
                SpriteAtlas atlas1 = LoadAtlas(assetName);
                yield return(null);

                callBack(atlas1);
                yield break;
            }

            while (req.isDone == false)
            {
                yield return(null);
            }
            string[]    names = bundle.GetAllAssetNames();
            SpriteAtlas atlas = bundle.LoadAsset <SpriteAtlas>(names[0]);

            //yield return null;
            callBack(atlas);
        }
示例#3
0
        public AudioClip GetAudioClip(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <AudioClip>(assetName);

            assetName = assetName.ToLower();
            AddAssetBundleNameDic(assetPath, assetName + AudioExt);
            BundleWrapper bundle = LoadBundle(assetName + AudioExt);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[]  names = bundle.GetAllAssetNames();
            AudioClip ac    = bundle.LoadAsset <AudioClip>(names[0]);

            return(ac);
        }
示例#4
0
        public ExternalBehaviorTree GetBehaviorTreeAsset(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <TextAsset>(assetName);

            assetName = assetName.ToLower();
            AddAssetBundleNameDic(assetPath, assetName + BytesExt);
            BundleWrapper bundle = LoadBundle(assetName + BytesExt);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[]             names = bundle.GetAllAssetNames();
            ExternalBehaviorTree ta    = bundle.LoadAsset <ExternalBehaviorTree>(names[0]);

            return(ta);
        }
示例#5
0
        /// <summary>
        /// 加载图集
        /// </summary>
        /// <param name="assetName"></param>
        /// <returns></returns>
        public SpriteAtlas LoadAtlas(string assetName)
        {
            string[] moduleNameParts  = assetName.Split('_');
            string   moduleFolderName = moduleNameParts[0] + "_" + moduleNameParts[1];

#if UNITY_EDITOR && !USE_BUNDLE
            string      assetPath = "Assets/BundleAssets/UISpriteAtlas/" + moduleFolderName + ".spriteatlas";
            SpriteAtlas atlas     = AssetDatabase.LoadAssetAtPath <SpriteAtlas>(assetPath);
            return(atlas);
#else
            BundleWrapper bundle = LoadBundle(moduleFolderName.ToLower() + AtlasExt);
            bundle.LoadAllAssets();
            string[] names = bundle.GetAllAssetNames();

            SpriteAtlas atlas = bundle.LoadAsset <SpriteAtlas>(names[0]);
            return(atlas);
#endif
        }
示例#6
0
        public Sprite GetSprite(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <Texture>(assetName);

            assetName = assetName.ToLower();
            string bundleName = assetName + BytesExt;

            AddAssetBundleNameDic(assetPath, bundleName);

            BundleWrapper bundle = LoadBundle <Sprite>(bundleName);

            if (bundle == null)
            {
                return(null);
            }

            string[] names = bundle.GetAllAssetNames();
            Sprite   sp    = bundle.LoadAsset <Sprite>(names[0]);

            return(sp);
        }
示例#7
0
        public T GetAsset <T>(string assetName) where T : UnityEngine.Object
        {
            string asset_Path = GetAssetPathByAssetName <T>(assetName);

            assetName = assetName.ToLower();

            UnityEngine.Object obj = null;

            bool useBundle = false;

#if USE_BUNDLE
            useBundle = true;
#endif

            if (_loadedAssets.ContainsKey(assetName) == false)
            {
                string assetKey = assetName + PrefabExt;
                AddAssetBundleNameDic(asset_Path, assetKey);
                if (_prefabDict.ContainsKey(assetKey) == false && useBundle)
                {
//                    Debug.LogError("No Assets Found -> " + assetName);
                }
                else
                {
                    BundleWrapper bundle = LoadBundle(assetKey);

#if UNITY_EDITOR && !USE_BUNDLE
                    string[] dps = AssetDatabase.GetAssetBundleDependencies(assetKey, true);
                    LoadDependencies(dps);
                    return((T)bundle.GetResource());
#endif
                    string[] allAssetNames = bundle.GetAllAssetNames();
                    foreach (var assetPath in allAssetNames)
                    {
                        AssetItem aItem = new AssetItem()
                        {
                            AssetBundle = bundle.GetBundle(),
                            AssetName   = assetName,
                            AssetPath   = assetPath
                        };
                        _loadedAssets.Add(assetName, aItem);
                    }

                    string[] dependencies = _manifest.GetAllDependencies(assetKey);
                    LoadDependencies(dependencies);


                    AssetItem item = _loadedAssets[assetName];
                    obj = item.AssetBundle.LoadAsset <T>(item.AssetPath);
                }
            }
            else
            {
                string   assetKey     = assetName + PrefabExt;
                string[] dependencies = _manifest.GetAllDependencies(assetKey);
                LoadDependencies(dependencies);
                AssetItem item = _loadedAssets[assetName];
                obj = item.AssetBundle.LoadAsset <T>(item.AssetPath);
            }

            return((T)obj);
        }