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Unity客户端架构-Resource

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Unity客户端架构-Resource

 

继续Unity客户端架构系列的介绍,上一篇中给大家介绍了io的使用,这一篇我们常州手机游戏开发设计-幻天网络带大家就来看看Resource的使用。

using UnityEngine;

using System.Collections;

using System.IO;

using System;

public  class  Resource 

    private static Hashtable texts = new Hashtable();

    private static Hashtable images = new Hashtable();

    private static Hashtable prefabs = new Hashtable();

    public static GameObject LoadPrefab(string path)

   

        object obj = Resource.prefabs[path];

        if (obj == null)

       

            Resource.prefabs.Remove(path);

            GameObject gameObject = (GameObject)Resources.LoadAssetAtPath(path, typeof(GameObject));

            Resource.prefabs.Add(path, gameObject);

            return gameObject;

       

        return obj as GameObject;

   

    public static string LoadTextFile(string path, string ext)

   

        object obj = Resource.texts[path];

        if (obj == null)

       

            Resource.texts.Remove(path);

            string text = string.Empty;

#if UINTY_EDITOR

            string pathstr = Util.GetDataDir() + "/StreamingAssets/" + path + ext;

#else

            string pathstr = Util.AppContentDataUri + path + ext;

#endif

            text = File.ReadAllText(pathstr);

            Resource.texts.Add(pathstr, ext);

            return text;

       

        return obj as string;

   

    public static Texture2D LoadTexture(string path)

   

        object obj = Resource.images[path];

        if(obj == null)

       

            Resource.images.Remove(path);

            Texture2D texture2D = (Texture2D)Resources.Load(path, typeof(Texture2D));

            Resource.images.Add(path,texture2D);

            return texture2D;

       

        return obj as Texture2D;

   



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