unity3D热更新——(3)Assetbundle资源加载部分

public class ResourceLoad

{

/// <summary>

/// 创建物体

/// </summary>

/// <param name="path"></param>

/// <returns></returns>

public static Object CreatGameObject(string path)

{

Object obj = ResourcesLoad(path);

if (obj == null)

{

LogOutput.Err_Level_0("创建物体失败!");

}

return obj;

}

public static Object ResourcesLoad(string path)

{

//ab包在PC上的路径是:C:/Users/Administrator/Desktop/DynamicLoadResource/Assets/StreamingAssets/Android/resources/prefad/ui/xxx

if (Application.platform == RuntimePlatform.WindowsEditor)

{

return Resources.Load(path);

}

else if (Application.platform == RuntimePlatform.Android)

{

Debug.Log(Application.persistentDataPath);

//ab包在Android上的路径是

string assPath = Application.persistentDataPath + "/" + Application.platform.ToString() + "/" + AssetPath.ResourcesFilesName + "/" + path.ToLower() + AssetPath.unity3dSuffix;

return AssetBundle.LoadFromFile(assPath).LoadAllAssets()[0];

}

else if (Application.platform == RuntimePlatform.IPhonePlayer)

{

//ab包在IPhonePlayer上的路径是

//string assPath = Application.persistentDataPath + "/" + Application.platform.ToString() + "/" + AssetPath.ResourcesFilesName + "/" + path.ToLower() + AssetPath.unity3dSuffix;

//return AssetBundle.LoadFromFile(assPath).LoadAllAssets()[0];

}

else

{

return null;

}

}

}

 

 

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