using System; namespace ET { /// /// AB实用函数集,主要是路径拼接 /// public static class AssetPathHelper { public static string GetTexturePath(string fileName) { return $"Assets/Bundles/Altas/{fileName}.prefab"; } public static string ToUIPath(this string fileName) { return String.Format("Assets/Bundles/UI/Dlg/{0}.prefab" , fileName); } public static string ToUISpriteAtlasPath( this string fileName) { return $"Assets/Res/UIAtlas/{fileName}.spriteatlas"; } public static string GetNormalConfigPath(string fileName) { return $"Assets/Bundles/Independent/{fileName}.prefab"; } public static string ToSoundPath(this string fileName) { return String.Format("Assets/Bundles/Sound/{0}.mp3" , fileName); } public static string ToConfigPath(this string fileName) { return String.Format("Assets/Bundles/Config/{0}.bytes" , fileName); } public static string ToSQLiteDBPath(this string fileName) { return String.Format("Assets/Bundles/SQLiteDB/{0}.db" , fileName); } public static string GetSkillConfigPath(string fileName) { return $"Assets/Bundles/SkillConfigs/{fileName}.prefab"; } public static string ToPrefabPath(this string fileName) { return String.Format("Assets/Bundles/Prefab/{0}.prefab" , fileName); } public static string GetScenePath(this string fileName) { //return $"Assets/Scenes/{fileName}.unity"; return $"{fileName}.unity"; } public static string ToUICommonPath(this string fileName) { return $"Assets/Bundles/UI/Common/{fileName}.prefab"; } public static string ToUIItemPath(this string fileName) { return $"Assets/Bundles/UI/Item/{fileName}.prefab"; } public static string ToUnitModelPath(this string fileName) { return $"Assets/Bundles/Unit/{fileName}.prefab"; } public static string ToUnitHUDPath(this string fileName) { return $"Assets/Bundles/UnitHUD/{fileName}HUD.prefab"; } } }