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using UnityEngine.Networking;
namespace ET
{
public static class Define
{
public const string BuildOutputDir = "./Temp/Bin/Debug";
#if UNITY_EDITOR && !ASYNC
public static bool IsAsync = false;
#else
public static bool IsAsync = true;
#endif
#if UNITY_EDITOR
public static bool IsEditor = true;
#else
public static bool IsEditor = false;
#endif
public static UnityEngine.Object LoadAssetAtPath(string s)
{
#if UNITY_EDITOR
return UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(s);
#else
return null;
#endif
}
public static string[] GetAssetPathsFromAssetBundle(string assetBundleName)
{
#if UNITY_EDITOR
return UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName);
#else
return new string[0];
#endif
}
public static string[] GetAssetBundleDependencies(string assetBundleName, bool v)
{
#if UNITY_EDITOR
return UnityEditor.AssetDatabase.GetAssetBundleDependencies(assetBundleName, v);
#else
return new string[0];
#endif
}
}
}