UnityEngine.Resources.LoadAll C# (CSharp) Method

LoadAll() public static method

public static LoadAll ( string path ) : Object[]
path string
return Object[]
		public static Object[] LoadAll(string path){}
		public static System.Object GetBuiltinResource(Type type, string path){}

Same methods

Resources::LoadAll ( string path, Type systemTypeInstance ) : Object[]

Usage Example

コード例 #1
0
        /// <summary>
        /// Es wird ganz am anfang alle Prefabs aus den Ordnern im Dictionary reingepackt.
        /// It loaded all the stuff what will be need in the project.
        /// </summary>
        public void LoadAllResources()
        {
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Buildings"), EntityType.BUILDING);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Offices"), EntityType.OFFICES);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Fortniture"), EntityType.FORNITURE);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Environment"), EntityType.ENVIRONMENT);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Workers/Developers"), EntityType.DEVELOPER);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Azubis"), EntityType.AZUBI);
            AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Clients"), EntityType.CUSTOMER);
            materials.AddRange(Resources.LoadAll <Material>("Materials"));
            particleMaterials.AddRange(Resources.LoadAll <Material>("Materials/Particle"));
            particleSystems.AddRange(Resources.LoadAll <GameObject>("Prefabs/ParticleSystems"));


            //creat the instances for the game states
            gameStates.Add(Scenes.INTRO, new Intro());
            gameStates.Add(Scenes.MAIN_MENU, new MainMenu());
            gameStates.Add(Scenes.PREGAME, new PreGame());
            gameStates.Add(Scenes.GAME, new Game());
            gameStates.Add(Scenes.LOADING, new Loading());
            gameStates.Add(Scenes.EXIT, new Exit());

            LoadSettingsData();
        }