#include "AssetManager.h" #include "Asset/Asset_Script.h" AssetManager::AssetManager() { } AssetManager::~AssetManager() { } AniScriptParser::AniInfo AssetManager::StructAniInfo(std::string path) { std::vector Data = Asset_Script::GetInstance().GetFileContentByte(path); if (Data.size() > 0) { Blob blob(Data); return AniScriptParser::StructAniInfo(blob); } SDL_LogError(0, "Ani加载失败 Error : %s", path.c_str()); return AniScriptParser::AniInfo(); } AniScriptParser::AlsInfo AssetManager::StructAlsInfo(std::string path) { std::vector Data = Asset_Script::GetInstance().GetFileContentByte(path); if (Data.size() > 0) { ScriptData Pvf; Pvf.Init(Data, path); AniScriptParser::AlsInfo Info = AniScriptParser::StructAlsInfo(Pvf); return Info; } SDL_LogError(0, "Als加载失败 Error : %s", path.c_str()); return AniScriptParser::AlsInfo(); } ScriptData AssetManager::GetScriptInfo(std::string path) { std::vector Data = Asset_Script::GetInstance().GetFileContentByte(path); if (Data.size() > 0) { ScriptData Pvf; Pvf.Init(Data, path); return Pvf; } SDL_LogError(0, "Script加载失败 Error : %s", path.c_str()); return ScriptData(); }