using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathTools
{
//需要打包的资源路径常量
public const string AB_RESOURCES = "AB_Res";
//获取需要打包的资源路径
public static string GetABResourcesPath()
{
return Application.dataPath + "/" + AB_RESOURCES;
}
//Application.streamingAssetsPath
/// <summary>
/// 获取AB包输出路径
/// 算法
/// 1:平台(PC/移动端)路径
/// 2:平台的名称
/// </summary>
/// <returns></returns>
public static string GetABOutPath()
{
return GetPlatformPath() + "/" + GetPlatformName();
}
/// <summary>
/// 获取平台路径 资源解压路径
/// </summary>
/// <returns></returns>
private static string GetPlatformPath()
{
string strReturnPlaformPath = string.Empty;
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
case RuntimePlatform.WindowsPlayer:
strReturnPlaformPath = Application.streamingAssetsPath;
break;
case RuntimePlatform.IPhonePlayer:
case RuntimePlatform.Android:
strReturnPlaformPath = Application.persistentDataPath;
break;
default:
break;
}
return strReturnPlaformPath;
}
/// <summary>
/// 获取平台的名称
/// </summary>
/// <returns></returns>
public static string GetPlatformName()
{
string strReturnPlaformName = string.Empty;
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
case RuntimePlatform.WindowsPlayer:
strReturnPlaformName = "Windows";
break;
case RuntimePlatform.IPhonePlayer:
strReturnPlaformName = "IPhone";
break;
case RuntimePlatform.Android:
strReturnPlaformName = "Android";
break;
default:
break;
}
return strReturnPlaformName;
}
/// <summary>
/// 获取下载Ab包资源路径
/// </summary>
/// <returns></returns>
public static string GetABPath()
{
string strReturnPath = string.Empty;
switch (Application.platform)
{
case RuntimePlatform.Android:
strReturnPath = "jar:file://" + GetABOutPath();
break;
case RuntimePlatform.WindowsPlayer:
case RuntimePlatform.WindowsEditor:
strReturnPath = "file://" + GetABOutPath();
break;
case RuntimePlatform.IPhonePlayer:
strReturnPath = GetABOutPath() + "/Raw/";
break;
default:
break;
}
return strReturnPath;
}
}
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