# Asset
资源操作接口
Kind: global class
- Asset
- asset.loadAsset(object) ⇒
Promise.<engine.Entity>
- asset.loadAssetList(object) ⇒
Promise.<engine.Entity>
- asset.saveAsset(object) ⇒
Promise.<engine.Entity>
- asset.getAllScenesPath() ⇒
Promise
- asset.getAllPrefabPath() ⇒
Promise
- asset.readFile()
- asset.writeFile()
- asset.getFileOrDirStat()
- asset.getUint64String()
- asset.getAllFileListInDir()
- asset.createSpriteFrameInfo()
- asset.getFileDefaultDataByType()
- asset.loadAssetSuccessCallback :
function
- asset.loadAssetFailCallback :
function
- asset.loadAssetListSuccessCallback :
function
- asset.loadAssetListFailCallback :
function
- asset.saveAssetSuccessCallback :
function
- asset.saveAssetFailCallback :
function
- asset.loadAsset(object) ⇒
# asset.loadAsset(object) ⇒ Promise.<engine.Entity>
加载单个资源
Kind: instance method of Asset
Returns: Promise.<engine.Entity>
- 返回一个Promise对象
Version: 0.1.28
Param | Type | Description |
---|---|---|
object | Object | |
object.assetPath | string | 资源路径, 相对于 assets 的相对路径, 如: 路径为 assets/Assets/1.prefab, 则传入的path 是 Assets/1.prefab |
object.success | loadAssetSuccessCallback | 注册成功回调 |
object.fail | loadAssetFailCallback | 注册失败回调 |
Example (Promise用法)
GameEditor.asset.loadAsset({
assetPath: 'myScene/1.prefab' // 传入资源路径, 相对于 assets 目录
}).then((entity) => {
console.log(entity)
}).catch((errMsg) => {
console.error(errMsg)
})
Example (注册回调用法)
GameEditor.asset.loadAsset({
assetPath: 'myScene/1.prefab' // 传入资源路径, 相对于 assets 目录
success: function(entity) {
console.log(entity)
},
fail: function(errMsg) {
console.error(errMsg)
}
})
# asset.loadAssetList(object) ⇒ Promise.<engine.Entity>
加载多个资源
Kind: instance method of Asset
Returns: Promise.<engine.Entity>
- 返回一个Promise对象
Version: 0.1.28
Param | Type | Description |
---|---|---|
object | Object | |
object.assetPathList | string | 资源路径数组 |
object.success | loadAssetListSuccessCallback | 注册成功回调 |
object.fail | loadAssetListFailCallback | 注册失败回调 |
Example (Promise用法)
GameEditor.asset.loadAsset({
assetPathList: ['assetPathxxxxx'] // 传入资源路径
}).then((entity) => {
console.log(entity)
}).catch((errMsg) => {
console.error(errMsg)
})
Example (注册回调用法)
GameEditor.asset.loadAsset({
assetPathList: ['assetPathxxxxx'] // 传入资源路径
success: function(entity) {
console.log(entity)
},
fail: function(errMsg) {
console.error(errMsg)
}
})
# asset.saveAsset(object) ⇒ Promise.<engine.Entity>
保存资源, 将内存中的内存对象落地到文件中
Kind: instance method of Asset
Returns: Promise.<engine.Entity>
- 返回一个Promise对象
Version: 0.1.28
Param | Type | Description |
---|---|---|
object | Object | |
object.assetPath | string | 资源路径 |
object.entity | engine.Entity | entity内存对象 |
object.success | saveAssetSuccessCallback | 注册成功回调 |
object.fail | saveAssetFailCallback | 注册失败回调 |
Example (Promise用法)
GameEditor.asset.loadAsset({
assetPathList: ['assetPathxxxxx'] // 传入资源路径
}).then((entity) => {
console.log(entity)
}).catch((errMsg) => {
console.error(errMsg)
})
Example (注册回调用法)
GameEditor.asset.loadAsset({
assetPathList: ['assetPathxxxxx'] // 传入资源路径
success: function(entity) {
console.log(entity)
},
fail: function(errMsg) {
console.error(errMsg)
}
})
# asset.getAllScenesPath() ⇒ Promise
获取所有Scene资源路径
Kind: instance method of Asset
Returns: Promise
-
Promise.reject {string} errMsg 错误信息
Promise.resolve {array} data 所有Scene资源路径
Version: 0.1.28
Example (获取所有Scene资源路径)
const scenePathList = GameEditor.getAllScenesPath()
console.log(scenePathList)
# asset.getAllPrefabPath() ⇒ Promise
获取所有Prefab资源路径
Kind: instance method of Asset
Returns: Promise
- 返回资源路径数组
Promise.reject {string} errMsg 错误信息
Promise.resolve {array} data 所有Prefab资源路径
Version: 0.1.28
Example (获取所有Prefab资源路径)
const prefabPathList = GameEditor.getAllPrefabPathSync()
console.log(prefabPathList)
# asset.readFile()
读取文件内容。详见 CustomerManager.readFile
Kind: instance method of Asset
# asset.writeFile()
写文件。详见 CustomerManager.writeFile
Kind: instance method of Asset
# asset.getFileOrDirStat()
获取文件或者文件夹的详情。详见CustomerFileOperator.getFileOrDirStat
Kind: instance method of Asset
# asset.getUint64String()
读取文件内容。详见 CustomerManager.getUint64String
Kind: instance method of Asset
# asset.getAllFileListInDir()
获取指定目录下的文件信息(不包含文件内容)。详见 CustomerManager.getAllFileListInDir
Kind: instance method of Asset
# asset.createSpriteFrameInfo()
落地图集信息到assets目录下指定目录。落地后文件目录结构保持不变。详见 CustomerManager.createSpriteFrameInfo
Kind: instance method of Asset
# asset.getFileDefaultDataByType()
根据类型获取对应文件数据结构.详见 CustomerManager.getFileDefaultDataByType
Kind: instance method of Asset
# asset.loadAssetSuccessCallback : function
loadAsset 成功回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
entity | engine.Entity | assetPath对应的Entity内存对象 |
# asset.loadAssetFailCallback : function
loadAsset 失败回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
errMsg | string | 错误信息 |
# asset.loadAssetListSuccessCallback : function
loadAssetList 成功回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
entity | engine.Entity | assetPath对应的Entity内存对象 |
# asset.loadAssetListFailCallback : function
loadAssetList 失败回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
errMsg | string | 错误信息 |
# asset.saveAssetSuccessCallback : function
saveAsset 成功回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
entity | engine.Entity | assetPath对应的Entity内存对象 |
# asset.saveAssetFailCallback : function
saveAsset 失败回调
Kind: instance typedef of Asset
Param | Type | Description |
---|---|---|
errMsg | string | 错误信息 |