using Text = GameFramework.Utility.Text; namespace Game.Utility { public static class AssetUtility { public static string GetConfigAsset(string assetName, bool fromBytes) { return Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt"); } public static string GetDataTableAsset(string assetName, bool fromBytes) { return Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt"); } public static string GetDictionaryAsset(string assetName, bool fromBytes) { return Text.Format("Assets/GameMain/Localization/{0}/Dictionaries/{1}.{2}", GameEntry.Localization.Language, assetName, fromBytes ? "bytes" : "xml"); } public static string GetFontAsset(string assetName) { return Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName); } public static string GetTMPFontAsset(string assetName) { return Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName); } public static string GetSceneAsset(string assetName) { return Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName); } public static string GetMusicAsset(string assetName) { return Text.Format("Assets/GameMain/Music/{0}.mp3", assetName); } public static string GetSoundAsset(string assetName) { return Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName); } public static string GetEntityAsset(string assetName) { return Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName); } public static string GetUIFormAsset(string assetName) { return Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName); } public static string GetUISoundAsset(string assetName) { return Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName); } public static string GetUITextureIconAsset(string assetName) { return Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName); } } }