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/* * * 改编后的unity3D Resources 类,使用起来更加方便,省略了在代码中拆箱装箱的操作 * * * * */using
UnityEngine;public
class ResourcesEx{ private
string path; public
ResourcesEx(string
path) { if
(path.Length == 0) { this.path = string.Empty; } else { this.path = path; } } public
T[] LoadAll<T>() where
T : Object { Object[] obj = Resources.LoadAll(this.path, typeof(T)); T[] TLoaded = new
T[obj.Length]; obj.CopyTo(TLoaded, 0); return
TLoaded; } public
T[] LoadAll<T>(string
dirname) where
T : Object { Object[] obj = Resources.LoadAll(this.path + "/"
+ dirname, typeof(T)); T[] TLoaded = new
T[obj.Length]; obj.CopyTo(TLoaded, 0); return
TLoaded; } public
Texture GetTexture(string
textureName) { Object obj = Resources.Load(this.path + "/"
+ textureName, typeof(Texture)); if
(obj) { return
obj as
Texture; } else { Debug.LogError("["+ this.path + textureName + "] Non Exist"); return
new Texture(); } } public
Texture2D GetTexture2D(string
textureName) { Object obj = Resources.Load(this.path + "/"
+ textureName, typeof(Texture2D)); if
(obj) { return
obj as
Texture2D; } else { Debug.LogError("["+ this.path + textureName + "] Non Exist"); return
new Texture2D(1, 1); } } public
T GetObject<T>(string
objectName) where
T : Object { Object obj = Resources.Load(this.path + "/"
+ objectName, typeof(T)); if
(obj) { return
obj as
T; } else { Debug.LogError("["+ this.path + objectName + "] Non Exist"); return
new Object() as
T; } }} |
原文:http://www.cnblogs.com/vital/p/3559093.html