Unity3D里Resource方法的二次封装

/*
 * 
 * 			改编后的unity3D Resources 类,使用起来更加方便,省略了在代码中拆箱装箱的操作
 * 			
 * 			
 * 
 * */

using UnityEngine;

public class ResourcesEx
{
    private string path;

    public ResourcesEx(string path)
    {
        if (path.Length == 0)
        {
            this.path = string.Empty;
        }
        else
        {
            this.path = path;
        }
    }

    public T[] LoadAll<T>() where T : Object
    {
        Object[] obj = Resources.LoadAll(this.path, typeof(T));

        T[] TLoaded = new T[obj.Length];
        obj.CopyTo(TLoaded, 0);

        return TLoaded;
    }

    public T[] LoadAll<T>(string dirname) where T : Object
    {
        Object[] obj = Resources.LoadAll(this.path + "/" + dirname, typeof(T));

        T[] TLoaded = new T[obj.Length];
        obj.CopyTo(TLoaded, 0);

        return TLoaded;
    }

    public Texture GetTexture(string textureName)
    {
        Object obj = Resources.Load(this.path + "/" + textureName, typeof(Texture));
        if (obj)
        {
            return obj as Texture;
        }
        else
        {
            Debug.LogError("["+ this.path + textureName + "] Non Exist");
            return new Texture();
        }
    }

    public Texture2D GetTexture2D(string textureName)
    {
        Object obj = Resources.Load(this.path + "/" + textureName, typeof(Texture2D));
        if (obj)
        {
            return obj as Texture2D;
        }
        else
        {
            Debug.LogError("["+ this.path + textureName + "] Non Exist");
            return new Texture2D(1, 1);
        }
    }

    public T GetObject<T>(string objectName) where T : Object
    {
        Object obj = Resources.Load(this.path + "/" + objectName, typeof(T));
        if (obj)
        {
            return obj as T;
        }
        else
        {
            Debug.LogError("["+ this.path + objectName + "] Non Exist");
            return new Object() as T;
        }
    }
}

  

posted @ 2014-02-21 11:25  Vital  阅读(629)  评论(0)    收藏  举报