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Future<Codec> _loadAsync(FileImage key, DecoderCallback decode) { |
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#if UNITY_ANDROID && !UNITY_EDITOR
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var path = Path.Combine(Application.streamingAssetsPath, key.file); |
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Debug.Log("path: "+path); |
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Debug.Log("load complete: "+unpackerWWW.bytes.Length); |
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byte[] bytes = unpackerWWW.bytes; |
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#else
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byte[] bytes = File.ReadAllBytes(Path.Combine(Application.streamingAssetsPath, key.file)); |
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