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;
}
}
}