修复资源常量脚本问题
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@ -1,5 +1,5 @@
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using UnityEngine;
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using UnityEngine;
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public static class AssetsConst
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public static class #CLASSNAME#
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{
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{
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#CONSTCONTENT#
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#CONSTCONTENT#
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}
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}
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using UnityEngine;
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using UnityEngine;
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public static class AssetsConst
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public static class AssetConst
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{
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{
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public const string Assets_DemoGame_GameRes_AssetsConstTemplate_txt = @"Assets/DemoGame/GameRes/AssetsConstTemplate.txt";
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public const string Assets_DemoGame_GameRes_AssetsConstTemplate_txt = @"Assets/DemoGame/GameRes/AssetsConstTemplate.txt";
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public const string Assets_DemoGame_GameRes_AotDlls_mscorlib_dll_bytes = @"Assets/DemoGame/GameRes/AotDlls/mscorlib.dll.bytes";
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public const string Assets_DemoGame_GameRes_AotDlls_mscorlib_dll_bytes = @"Assets/DemoGame/GameRes/AotDlls/mscorlib.dll.bytes";
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@ -12,8 +12,8 @@ namespace ZC
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UniTask.Create(async () =>
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UniTask.Create(async () =>
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{
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{
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await ResourcesLocalComponent.Instance.LoadSceneAsync(AssetsConst.Assets_DemoGame_GameRes_Scene_Game_unity);
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await ResourcesLocalComponent.Instance.LoadSceneAsync(AssetConst.Assets_DemoGame_GameRes_Scene_Game_unity);
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var loadAssetAsync = await ResourcesLocalComponent.Instance.LoadAssetAndInsAsync(AssetsConst.Assets_DemoGame_GameRes_Entity_Cube_prefab);
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var loadAssetAsync = await ResourcesLocalComponent.Instance.LoadAssetAndInsAsync(AssetConst.Assets_DemoGame_GameRes_Entity_Cube_prefab);
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Debug.Log("加载的是:" + loadAssetAsync);
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Debug.Log("加载的是:" + loadAssetAsync);
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ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure);
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ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure);
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}).Forget();
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}).Forget();
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@ -1,5 +1,5 @@
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using UnityEngine;
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using UnityEngine;
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public static class AssetsConst
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public static class LoaderAssetConst
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{
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{
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public const string Assets_DemoGame_GameRes_AssetsConstTemplate_txt = @"Assets/DemoGame/GameRes/AssetsConstTemplate.txt";
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public const string Assets_DemoGame_GameRes_AssetsConstTemplate_txt = @"Assets/DemoGame/GameRes/AssetsConstTemplate.txt";
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public const string Assets_DemoGame_GameRes_AotDlls_mscorlib_dll_bytes = @"Assets/DemoGame/GameRes/AotDlls/mscorlib.dll.bytes";
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public const string Assets_DemoGame_GameRes_AotDlls_mscorlib_dll_bytes = @"Assets/DemoGame/GameRes/AotDlls/mscorlib.dll.bytes";
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@ -13,9 +13,11 @@ namespace Unity.Loader
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{
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{
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public List<string> aotDllNames = new List<string>()
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public List<string> aotDllNames = new List<string>()
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{
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{
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@"Assets/DemoGame/GameRes/AotDlls/mscorlib.dll.bytes",
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LoaderAssetConst.Assets_DemoGame_GameRes_AotDlls_mscorlib_dll_bytes,
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@"Assets/DemoGame/GameRes/AotDlls/UniTask.dll.bytes",
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LoaderAssetConst.Assets_DemoGame_GameRes_AotDlls_Sirenix_Utilities_dll_bytes,
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@"Assets/DemoGame/GameRes/AotDlls/YooAsset.dll.bytes",
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LoaderAssetConst.Assets_DemoGame_GameRes_AotDlls_UniTask_dll_bytes,
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LoaderAssetConst.Assets_DemoGame_GameRes_AotDlls_YooAsset_dll_bytes,
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LoaderAssetConst.Assets_DemoGame_GameRes_AotDlls_UnityEngine_CoreModule_dll_bytes,
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};
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};
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private Dictionary<string, TextAsset> dlls = new Dictionary<string, TextAsset>();
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private Dictionary<string, TextAsset> dlls = new Dictionary<string, TextAsset>();
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@ -25,7 +27,7 @@ namespace Unity.Loader
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{
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{
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if (true) // Dll
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if (true) // Dll
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{
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{
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string dllName = @"Assets/DemoGame/GameRes/Codes/Hotfix.dll.bytes";
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string dllName = LoaderAssetConst.Assets_DemoGame_GameRes_Codes_Hotfix_dll_bytes;
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// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
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// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
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#if !UNITY_EDITOR
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#if !UNITY_EDITOR
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string hotfixDll = dllName;
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string hotfixDll = dllName;
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@ -64,7 +66,7 @@ namespace Unity.Loader
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Debug.Log($"LoadMetadataForAOTAssembly:{kv.Key}. ret: {errorCode}");
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Debug.Log($"LoadMetadataForAOTAssembly:{kv.Key}. ret: {errorCode}");
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}
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}
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string dllName = @"Assets/DemoGame/GameRes/Codes/Hotfix.dll.bytes";
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string dllName = LoaderAssetConst.Assets_DemoGame_GameRes_Codes_Hotfix_dll_bytes;
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// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
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// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
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#if !UNITY_EDITOR
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#if !UNITY_EDITOR
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var dllAsset = this.dlls[dllName];
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var dllAsset = this.dlls[dllName];
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