using UnityEngine; using System; using System.Collections.Generic; using UnityEditor; using Game; using Axibug.Resources; using System.IO; using Game; public class UIMgrPath : ScriptableObject { /// /// 所有UI预制体路径 /// public List mAllUIPath = new List(); [System.Serializable] public struct UIPath { /// /// UI名 /// public string mUIName; /// /// UI路径 /// public string mUIPath; } /// /// 同步获取 /// /// public static Dictionary GetDic() { Dictionary retDic = new Dictionary(); //string assetsFile = Application.dataPath.Replace("/Assets", "/") + UIMgr.UIPathConfigFile; //if (!File.Exists(assetsFile)) //{ // Debug.LogError("请先生成UI路径文件. 菜单/UI工具/生成UI预制体路径文件"); // return retDic; //} //var xxxFile2Str = File.ReadAllText(assetsFile); TextAsset ta = (TextAsset)GamePlayEntry.Resources.LoadAsset(UIMgr.UIPathConfigFile); if(ta == null) { Debug.LogError("请先生成UI路径文件. 菜单/UI工具/生成UI预制体路径文件"); return retDic; } string xxxFile2Str = ta.text; retDic = Axibug.LitJson.JsonMapper.ToObject>(xxxFile2Str); //Debug.Log("xxxFile2Str:" + xxxFile2Str); return retDic; } }