Method | Description | |
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GetBuildPath ( string relativeAssetPath ) : string |
将返回具体的资源路径,会把其余目录名的首字母合并在一起
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LoadAssetBundleAsync ( string relativePath ) : |
异步加载Asset Bundle,自动处理依赖
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LoadAssetBundleSync ( string relativePath ) : |
同步加载AssetBundle
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LoadLevelAdditiveAsync ( string path ) : |
暂时不用
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RefreshAllMaterialsShaders ( ) : void |
是否完成shaders加载? 检查如果Shader对象还没有加载,旧加载 编辑器模式下,对全部GameObject刷新一下Material
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Method | Description | |
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CoLoadAssetBundleAsync ( string relativePath, |
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CoLoadLevelAdditiveAsync ( string path, |
暂时不用,交给KResources
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GetManifestList ( byte manifestBytes ) : string[] |
自动将字节码转换字符串,在分割CRLF字符,获取依赖文本列表
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public static GetBuildPath ( string relativeAssetPath ) : string | ||
relativeAssetPath | string | |
return | string |
public static LoadAssetBundleAsync ( string relativePath ) : |
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relativePath | string | |
return |
public static LoadAssetBundleSync ( string relativePath ) : |
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relativePath | string | |
return |
public static LoadLevelAdditiveAsync ( string path ) : |
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path | string | |
return |
public static RefreshAllMaterialsShaders ( ) : void | ||
return | void |