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Main/Assets/GameAssets/Resources/GameUI/Common/Utils/LuaAssetUtils.cs

158 lines
4.4 KiB
C#
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2025-01-25 04:38:09 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Thousandto.Core.Asset;
public class LuaAssetUtils
{
//静态方法获取玩家的骨骼信息
public static int GetPlayerBoneIndex( int modelID )
{
return AssetUtils.GetPlayerBoneIndex( modelID );
}
//获取资源的全路径
public static string GetAssetFullPath( string relatePath, string extension )
{
return AssetUtils.GetAssetFullPath( relatePath, extension );
}
//获取声音文件路径
public static string GetAudioFilePath( string name, AudioTypeCode code )
{
return AssetUtils.GetAudioFilePath( name, code );
}
//获取视频文件路径
public static string GetVideoFilePath(string name)
{
return AssetUtils.GetVideoFilePath(name);
}
//获取动作路径
public static string GetAnimationPath( string ownerTypr, string boneIndex, string animClipName )
{
return AssetUtils.GetAnimationPath( ownerTypr, boneIndex, animClipName );
}
//判断文件当前路径是否为UI
public static bool IsUIRes( string filePath )
{
return AssetUtils.IsUIRes( filePath );
}
/// <summary>
/// 获取模型类型
/// </summary>
/// <param name="modelName">模型的名字</param>
/// <param name="idx">返回模型的索引</param>
/// <returns></returns>
public static ModelTypeCode GetModelTypeOutIndex( string modelName, out int idx )
{
return AssetUtils.GetModelType( modelName, out idx );
}
/// <summary>
/// 获取模型类型
/// </summary>
/// <param name="modelName"></param>
/// <returns></returns>
public static ModelTypeCode GetModelType( string modelName )
{
return AssetUtils.GetModelType( modelName );
}
/// <summary>
/// 获取模型资源路径
/// </summary>
/// <param name="type">模型类型</param>
/// <param name="code">模型ID</param>
/// <param name="isShow">是否展示</param>
/// <returns></returns>
public static string GetModelAssetPath( ModelTypeCode type, int code, bool isShow = false )
{
return AssetUtils.GetModelAssetPath( type, code, isShow );
}
/// <summary>
/// 获取模型的默认资源路径
/// </summary>
/// <param name="type">模型类型</param>
/// <param name="param">
/// 1.在获取角色的默认模型时的,职业参数信息.
/// </param>
/// <returns></returns>
public static string GetPlaceHolderModelAssetPath( ModelTypeCode type, int param = 1 )
{
return AssetUtils.GetPlaceHolderModelAssetPath( type, param );
}
/// <summary>
/// 获取图片的资源路径
/// </summary>
/// <param name="code">图片类型</param>
/// <param name="name">图片名字</param>
/// <returns></returns>
public static string GetImageAssetPath( ImageTypeCode code, string name )
{
return AssetUtils.GetImageAssetPath( code, name );
}
/// <summary>
/// 获取图片类型码
/// </summary>
/// <param name="texPath"></param>
/// <returns></returns>
public static ImageTypeCode GetImageTypeCode( string texPath )
{
return AssetUtils.GetImageTypeCode( texPath );
}
/// <summary>
/// 是否是特效图片的路径
/// </summary>
/// <param name="texPath"></param>
/// <returns></returns>
public static bool IsVFXImagePath( string texPath )
{
return AssetUtils.IsVFXImagePath( texPath );
}
/// <summary>
/// 处理路径的分割符
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string ProcessPath( string path )
{
return AssetUtils.ProcessPath( path );
}
/// <summary>
/// 获取Path,不带扩展名
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string GetPathWithOutExt( string path )
{
return AssetUtils.GetPathWithOutExt( path );
}
/// <summary>
/// 获取FileName,不带扩展名
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string GetFileNameWithOutExt( string path )
{
return AssetUtils.GetFileNameWithOutExt( path );
}
//使某个路径的文件名小写的操作
public static string MakeFileNameToLower( string path )
{
return AssetUtils.MakeFileNameToLower( path );
}
}