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@@ -1,6 +1,10 @@
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using System;
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using System.Collections;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace AibisDream.Framework
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{
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@@ -10,7 +14,7 @@ namespace AibisDream.Framework
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{
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#if UNITY_EDITOR
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if (!sprite) return "";
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// 先读Psd的路径
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string psdPath = AssetDatabase.GetAssetPath(sprite);
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var psdResPath = GetResourcePath(psdPath);
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@@ -25,49 +29,67 @@ namespace AibisDream.Framework
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// 提取文件名(不包括扩展名)
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var purePath = psdResPath.Substring(0, lastDotIndex);
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// 添加后缀
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return purePath + "/" + sprite.name;
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#else
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return null;
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#endif
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}
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private static string GetResourcePath(string absolutePath)
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{
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const string resourcesFolderName = "Resources/";
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int index = absolutePath.IndexOf(resourcesFolderName, StringComparison.Ordinal);
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var index = absolutePath.IndexOf(resourcesFolderName, StringComparison.Ordinal);
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if (index >= 0)
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{
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// 获取 "Resources/" 之后的部分
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return absolutePath.Substring(index + resourcesFolderName.Length);
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}
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else
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{
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return absolutePath;
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}
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return index >= 0 ? absolutePath[(index + resourcesFolderName.Length)..] : absolutePath;
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}
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public static Sprite LoadSpriteFromPsd(string path)
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{
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int lastIndex = path.LastIndexOf('/');
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string spriteName = path.Substring(lastIndex + 1);
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string resPath = path.Substring(0, lastIndex);
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string spriteName = path[(lastIndex + 1)..];
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string resPath = path[..lastIndex];
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// 加载
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var sprites = Resources.LoadAll<Sprite>(resPath);
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foreach (var sprite in sprites)
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return sprites.FirstOrDefault(sprite => sprite.name == spriteName);
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}
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public static T LoadAssetSync<T>(string key) where T : UnityEngine.Object
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{
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T result = null;
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var operation = Addressables.LoadAssetAsync<T>(key);
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// 运行协程等待加载完成
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GameManager.Instance.StartCoroutine(LoadCoroutine(operation, loadedObject => result = loadedObject));
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// 等待协程完成(阻塞主线程)
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while (!operation.IsDone)
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{
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if (sprite.name == spriteName)
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{
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return sprite;
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}
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// 主动让出一帧
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System.Threading.Thread.Sleep(1);
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}
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return null;
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return result;
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}
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private static IEnumerator LoadCoroutine<T>(AsyncOperationHandle<T> operation, Action<T> onComplete)
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where T : UnityEngine.Object
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{
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yield return operation;
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if (operation.Status == AsyncOperationStatus.Succeeded)
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{
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onComplete?.Invoke(operation.Result);
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}
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else
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{
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Debug.LogError("Failed to load addressable");
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}
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Addressables.Release(operation);
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}
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}
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}
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