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Unity 获取 AB 源文件路径(打包进安装包的)

Unity 获取 AB 源文件路径(打包进安装包的)

作者: _灯下影子 | 来源:发表于2021-07-07 16:35 被阅读0次
/// <summary>
        /// 获取 AB 源文件路径(打包进安装包的)
        /// </summary>
        /// <param name="path"></param>
        /// <param name="forWWW"></param>
        /// <returns></returns>
        public static string GetBundleSourceFile(string path, bool forWWW = true)
        {
            string filePath = null;
#if UNITY_EDITOR
            if (forWWW)
                filePath = string.Format("file://{0}/StreamingAssets/{1}/{2}", Application.dataPath, BundleSaveDirName,
                    path);
            else
                filePath = string.Format("{0}/StreamingAssets/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
#elif UNITY_STANDALONE_WIN
            if (forWWW)
                filePath =
 string.Format("file://{0}/StreamingAssets/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
            else
                filePath = string.Format("{0}/StreamingAssets/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
#elif UNITY_ANDROID
            if (forWWW)
                filePath =
 string.Format("jar:file://{0}!/assets/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
            else
                filePath = string.Format("{0}!assets/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
#elif UNITY_IOS
            if (forWWW)
                filePath = string.Format("file://{0}/Raw/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
            else
                filePath = string.Format("{0}/Raw/{1}/{2}", Application.dataPath, BundleSaveDirName, path);
#else
            throw new System.NotImplementedException();
#endif
            // LuaInterface.Debugger.Log(string.Format("{1}:[{0}]", filePath, "filePath34445"));

            return filePath;
        }

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