using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine; using Illusion; public class Main : MonoBehaviour { private string abPath = ""; private string abDir; private List abNameList = new List(); private int idx = 0; private int count; private GameObject charm; private WeaponController controller; public List styleId; private int style = -1; public List effectId; private int effect = -1; private int mode = -1; void Start() { if (abPath == "" || abPath == "null") { abPath = FileUtil.OpenFile(); } FileInfo fileInfo = new FileInfo(abPath); abDir = fileInfo.DirectoryName; DirectoryInfo folderInfo = new DirectoryInfo(abDir); int t = 0; foreach (FileInfo NextFile in folderInfo.GetFiles()) { Debug.Log(NextFile.Name); abNameList.Add(NextFile.Name); if (NextFile.Name == fileInfo.Name) { idx = t; } t++; } count = abNameList.Count; var bundle = AssetBundle.LoadFromFile(abDir + '\\' +abNameList[idx % count]); foreach (var name in bundle.GetAllAssetNames()) { Debug.Log(name); charm = (GameObject)Instantiate(bundle.LoadAsset(name)); charm.transform.localScale = new Vector3(100, 100, 100); controller = charm.GetComponent(); //charm.AddComponent(); styleId.Clear(); for (int i = 0; i < controller.weaponMaterialList.Length; i++) { styleId.Add(controller.weaponMaterialList[i].colorIndex); } effectId.Clear(); for (int i = 0; i < controller.specialEffectList.Length; i++) { effectId.Add(controller.specialEffectList[i].id); } } bundle.Unload(false); } void Update() { } }