//
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// GameApp.cs
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// Create:
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// 2019-10-29
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// Description:
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// 资源服务 接口
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// android平台
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// 路径属性 路径
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// Application.dataPath /data/app/xxx.xxx.xxx.apk
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// Application.streamingAssetsPath jar:file:///data/app/xxx.xxx.xxx.apk/!/assets
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// Application.persistentDataPath /data/data/xxx.xxx.xxx/files
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// Application.temporaryCachePath /data/data/xxx.xxx.xxx/cache
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// ios平台
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// 路径属性 路径
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// Application.dataPath Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app/Data
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// Application.streamingAssetsPath Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app/Data/Raw
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// Application.persistentDataPath Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/Documents
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// Application.temporaryCachePath Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/Library/Caches
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// Author:
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// 薛林强 <545626463@qq.com>
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//
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// Copyright (c) 2026 虚幻骑士科技
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using System;
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using UnityEngine;
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namespace Skyunion
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{
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// 资源包括场景需要使用小写。尤其是场景,如果用大写后续会有问题(如果你传入读取场景是小写,实际是大写,会导致场景无法加载,目测是Unity的Bug)。
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public interface IAssetService : IModule
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{
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// 此接口路径需要完整路径
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byte[] LoadFile(string path, bool readHotfix = true);
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// 此接口路径需要完整路径
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void LoadFileAsync(string path, Action<byte[]> completed);
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IAsset LoadAssetAsync<T>(string assetName, Action<IAsset> completed) where T:UnityEngine.Object;
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IAsset LoadAssetAsync<T>(string assetName, Action<IAsset> completed, UnityEngine.Object autoDestroyOwner) where T : UnityEngine.Object;
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IAsset LoadSceneAssetAsync(string assetName, bool addictive, Action<IAsset> completed);
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void Instantiate(string assetName, Action<GameObject> completed);
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void InstantiateNextFrame(string assetName, Action<GameObject> completed);
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void InstantiateOnePerFrame(string assetName, Action<GameObject> completed);
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void InstantiateSlowly(string assetName, Action<GameObject> completed);
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void Destroy(GameObject gameObject);
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void Destroy(GameObject gameObject, float fadeTime);
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GameObject Instantiate(GameObject gameObject);
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void SetOBBPath(string obbPath);
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void UnloadUnusedAssets();
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}
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}
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