7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
48 lines
1.8 KiB
C#
48 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.ResourceManagement.ResourceLocations;
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using UnityEngine.ResourceManagement.ResourceProviders;
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namespace UnityEngine.AddressableAssets.ResourceLocators
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{
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/// <summary>
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/// Simple locator that acts as a passthrough for assets loaded from resources directories.
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/// </summary>
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public class LegacyResourcesLocator : IResourceLocator
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{
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/// <summary>
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/// The key is converted to a string and used as the internal id of the location added to the locations parameter.
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/// </summary>
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/// <param name="key">The key of the location. This should be a string with the resources path of the asset.</param>
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/// <param name="type">The resource type.</param>
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/// <param name="locations">The list of locations. This will have at most one item.</param>
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/// <returns>True if the key is a string object and a location was created, false otherwise.</returns>
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public bool Locate(object key, Type type, out IList<IResourceLocation> locations)
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{
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locations = null;
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var strKey = key as string;
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if (strKey == null)
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return false;
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locations = new List<IResourceLocation>();
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locations.Add(new ResourceLocationBase("LegacyResourceLocation", strKey, typeof(LegacyResourcesProvider).FullName, typeof(UnityEngine.Object)));
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return true;
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}
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/// <summary>
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/// The keys available in this locator.
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/// </summary>
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public IEnumerable<object> Keys
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{
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get
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{
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return null;
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}
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}
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/// <summary>
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/// Id of locator.
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/// </summary>
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public string LocatorId => nameof(LegacyResourcesLocator);
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}
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}
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