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C# AssetBundle.GetAllAssetNames方法代码示例

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);
 }
开发者ID:yinlei,项目名称:Fishing,代码行数:54,代码来源:UIPackage.cs

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);
 }
开发者ID:hxyxj,项目名称:FairyGUI-unity,代码行数:11,代码来源:UIPackage.cs


注:本文中的UnityEngine.AssetBundle.GetAllAssetNames方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。