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- using System;
- using UnityEngine;
- public class AssetUty
- {
- public AssetUty(AFileSystemBase f_FileSys)
- {
- this.m_FileSys = f_FileSys;
- }
- public AssetBundle LoadAssetBundle(string f_strFileName)
- {
- NDebug.Assert(this.m_FileSys != null, "LoadAssetBundle を呼び出す前に、ファイルシステムを登録して下さい。");
- byte[] binary;
- using (AFileBase afileBase = this.m_FileSys.FileOpen(f_strFileName))
- {
- binary = afileBase.ReadAll();
- }
- AssetBundle assetBundle = AssetBundle.LoadFromMemory(binary);
- NDebug.Assert(assetBundle != null && assetBundle.mainAsset != null, "メモリからアセットが読み出せません。\n" + f_strFileName);
- return assetBundle;
- }
- public string LoadAssetBundleToString(string f_strFileName)
- {
- AssetBundle assetBundle = this.LoadAssetBundle(f_strFileName);
- TextAsset textAsset = assetBundle.mainAsset as TextAsset;
- return NUty.ConvByteToString(NUty.ENCO.SHIFT_JIS, textAsset.bytes);
- }
- private AFileSystemBase m_FileSys;
- }
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