Closed takaaptech closed 3 years ago
There is no concept of "AssetBundle" in the game logic. Depending on the pack rules, the asset object may be pack into any Bundle. 在业务逻辑层并没有“AssetBundle”的概念,因为根据打包规则,资源对象可能被打进任意AB文件里。在业务逻辑层,我们只需要关心资源对象,至于这个资源对象在哪个AB里,我们并不需要知道。
Hi @gmhevinci
Thank you for the detailed explanation, I want to get all the blocks asset in a folder like this code (Just example):
`
IAssetBundle ab = m_Loader.LoadAssetBundle("data/blocks");
yield return ab.AsyncHandler;
AsyncAssets assets = ab.LoadAllAssets
Object[] blocks = assets.Assets;
for (int i = 0; i < blocks.Length; i++) { Block block = blocks[i] as Block; m_BlocksMap.Add(block.Type, block); } `
How can we get the block array with MotionFramework? Thank you!
I think you need a list of files that be write in Excel or a text config can be generated using a tools.
Look like ConfigManager.cs
public IEnumerator LoadConfigs(List<LoadPair> loadPairs)
{
for(int i=0; i< loadPairs.Count; i++)
{
Type type = loadPairs[i].ClassType;
string location = loadPairs[i].Location;
AssetConfig config = LoadConfig(type, location);
yield return config;
}
}
@gmhevinci Thank you so much! That should be easy to do!
Hi @gmhevinci I have a folder that has some Scriptable files inside. How can I use ResourceManager to load all assets by Type inside the folder? (Maybe the same of Unity API: public Object[] LoadAllAssets(Type type);) I try ResourceManager.Instance.LoadSubAssetsAsync but it not works, maybe it only uses for Sprite and SpriteAtlas Thank you so much!