本文整理汇总了C#中UnityEngine.AssetBundle.GetAllAssetNames方法的典型用法代码示例。如果您正苦于以下问题:C# AssetBundle.GetAllAssetNames方法的具体用法?C# AssetBundle.GetAllAssetNames怎么用?C# AssetBundle.GetAllAssetNames使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.AssetBundle
的用法示例。
在下文中一共展示了AssetBundle.GetAllAssetNames方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AddPackage
/// <summary>
/// Add a UI package from two assetbundles with a optional main asset name.
/// </summary>
/// <param name="desc">A assetbunble contains description file.</param>
/// <param name="res">A assetbundle contains resources.</param>
/// <param name="mainAssetName">Main asset name.</param>
/// <returns>UIPackage</returns>
public static UIPackage AddPackage(AssetBundle desc, AssetBundle res, string mainAssetName)
{
string source = null;
#if UNITY_5
if (mainAssetName != null)
{
TextAsset ta = desc.LoadAsset<TextAsset>(mainAssetName);
if (ta != null)
source = ta.text;
}
else
{
string[] names = desc.GetAllAssetNames();
foreach (string n in names)
{
if (n.IndexOf("@") == -1)
{
TextAsset ta = desc.LoadAsset<TextAsset>(n);
if (ta != null)
{
source = ta.text;
if (mainAssetName == null)
mainAssetName = Path.GetFileNameWithoutExtension(n);
break;
}
}
}
}
#else
if (mainAssetName != null)
{
TextAsset ta = (TextAsset)desc.Load(mainAssetName, typeof(TextAsset));
if (ta != null)
source = ta.text;
}
else
{
source = ((TextAsset)desc.mainAsset).text;
mainAssetName = desc.mainAsset.name;
}
#endif
if (source == null)
throw new Exception("FairyGUI: invalid package.");
if (desc != res)
desc.Unload(true);
return AddPackage(source, res, mainAssetName);
}
示例2: AddPackage
public static UIPackage AddPackage(AssetBundle desc, AssetBundle res, string resourceNamePrefix)
{
#if UNITY_5
byte[] bytes = desc.LoadAsset<TextAsset>(desc.GetAllAssetNames()[0]).bytes;
#else
byte[] bytes = ((TextAsset)desc.mainAsset).bytes;
#endif
if (desc != res)
desc.Unload(true);
return AddPackage(bytes, res, resourceNamePrefix);
}