ResourcesManager.cs 1.6 KB

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  1. using ShadowStudio.Util;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace XRTool.Util
  6. {
  7. /// <summary>
  8. /// 资源加载管理
  9. /// 根据配置使用Resource,AssetDatebase,AssetBundle等方式进行加载
  10. /// 加载分为同步加载和异步加载。异步加载要了解相关的加载方案
  11. /// </summary>
  12. public class ResourcesManager : Singleton<ResourcesManager>
  13. {
  14. private DataLoad dataLoader;
  15. public DataLoad DataLoader { get => dataLoader; set => dataLoader = value; }
  16. /// <summary>
  17. /// 用户路径,可读写
  18. /// </summary>
  19. public static string UserPath = Application.persistentDataPath;
  20. /// <summary>
  21. /// 本地路径,仅可读(移动端)
  22. /// </summary>
  23. public static string LocalPath = Application.streamingAssetsPath;
  24. public static string ArtServerPath= "http://file.shadowcreator.com/10001/file/2295";
  25. public ResourcesManager()
  26. {
  27. InitLoadType(GameSession.Instance.buildConfig.assetsType);
  28. }
  29. /// <summary>
  30. /// 初始化加载方式
  31. /// </summary>
  32. /// <param name="assetsType"></param>
  33. public void InitLoadType(AssetsType assetsType)
  34. {
  35. if (assetsType == AssetsType.Resource)
  36. {
  37. DataLoader = ResourceLoader.Instance;
  38. }
  39. #if UNITY_EDITOR
  40. if (assetsType == AssetsType.Editor)
  41. {
  42. DataLoader = AssetDatabaseLoader.Instance;
  43. }
  44. #endif
  45. }
  46. }
  47. }