publicinterfaceIResLoader { /// <summary> /// 同步加载资源。 /// Load assets synchronously. /// </summary> /// <paramname="resPath">资源加载所需要提供的路径 ( The path required for asset loading )</param> /// <typeparamname="T">资源类型 (asset type)</typeparam> /// <returns>返回加载后得到的资源 (Return the assets obtained after loading)</returns>TLoad<T>(string resPath) whereT:Object; /// <summary> /// 根据资源加载所需要提供的路径来加载Assets目录下的原始资源. /// Load the original Assets in the assets directory according to the path required to load the assets. /// </summary> /// <paramname="resPath">资源加载所需要提供的路径 ( The path required for asset loading )</param> /// <returns></returns>TLoadAsset<T>(string resPath) whereT:Object; /// <summary> /// 异步加载资源 /// Load assets asynchronously /// </summary> /// <paramname="resPath">资源加载所需要提供的路径 ( The path required for asset loading )</param> /// <typeparamname="T">资源类型 (asset type)</typeparam> /// <returns>返回加载后得到的资源 (Return the assets obtained after loading)</returns>Task<T> LoadAsync<T>(string resPath) whereT:Object; /// <summary> /// 将 Asset 路径转换为加载所需的资源路径。 /// 例如加载器要加载 Resources 路径下的资源,那么返回的路径就应该是 Resources 下的文件路径,不包括扩展名。 /// 如果加载器是要加载 AssetBundle,那么资源所在的路径可能是 StreamingAssets 也可能是一个自定义的路径,那么此时就由用户根据实际情况需要生成自己所需要的路径了。 /// 当遇到 Unity 内置的资源时, 如果无法正确获取资源加载路径的话, 请让此方法返回空. 返回空代表获取失败, 程序会以此来判断是否会取消资源关联. /// /// Convert the Asset path to the asset path required for loading. /// For example, if the loader wants to load resources under the Resources path, then the returned path should be the file path under Resources, excluding the extension.
/// If the loader is to load AssetBundle, then the path where the resource is located may be StreamingAssets or a custom path, then it is up to the user to generate the path he needs according to the actual situation.
/// Allow this method to return null when encountering a resource built into Unity if the resource load path cannot be obtained correctly. Returning a null indicates that the acquisition failed, and the program will use this to determine whether to cancel the resource association.
/// /// </summary> /// <paramname="assetPath">资源路径,由AssetDatabase获得的路径,以 Assets 开始的路径。 /// Asset path, the path obtained from AssetDatabase, the path starting with Assets.</param> /// <returns>加载所需的资源路径,可提供给 Load 或 LoadAsync 方法使用的路径。 /// 若返回空, 则代表无法获取资源加载路径. /// The asset path required for loading, which can be provided to the path used by the Load or LoadAsync method. /// If null is returned, the resource load path cannot be obtained. /// </returns>stringConvert2LoadPath(string assetPath);}