BinaryLoader.cs 1.6 KB

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  1. 
  2. namespace XGame.Framework.Asset
  3. {
  4. internal class BinaryLoader : BaseLoader, IAssetLoader
  5. {
  6. public IAssetAsync LoadAsync<TResult>(string addressableName)
  7. {
  8. throw new System.NotImplementedException();
  9. }
  10. public object LoadSync<TResult>(string addressableName)
  11. {
  12. throw new System.NotImplementedException();
  13. //string filePath = KFADF.FileUtil.GetFilePath(addressableName);
  14. //Type type = typeof(TResult);
  15. //if (type == typeof(byte[]))
  16. //{
  17. // return File.ReadAllBytes(filePath);
  18. //}
  19. //else if (type.IsSubclassOf(typeof(Stream)))
  20. //{
  21. // return File.OpenRead(filePath);
  22. //}
  23. //else if (type == typeof(string))
  24. //{
  25. // return File.ReadAllText(filePath);
  26. //}
  27. //else
  28. //{
  29. // throw new NotImplementedException();
  30. //}
  31. }
  32. public IAssetAsync LoadSceneBundleAsync(string sceneName)
  33. {
  34. throw new System.NotImplementedException();
  35. }
  36. public void UnLoadSceneBundle(string sceneName)
  37. {
  38. throw new System.NotImplementedException();
  39. }
  40. public void Unload(string addressableName, object source)
  41. {
  42. throw new System.NotImplementedException();
  43. }
  44. public void UnloadUnusedAssets()
  45. {
  46. //throw new System.NotImplementedException();
  47. }
  48. protected override void OnDispose()
  49. {
  50. }
  51. }
  52. }