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(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 } } }