using System.Collections.Generic; using UnityEngine; namespace ET.Client { [Callback(CallbackType.GetAllConfigBytes)] public class GetAllConfigBytes: IAction> { public void Handle(Dictionary output) { Dictionary keys = ResourcesComponent.Instance.GetBundleAll("config.unity3d"); foreach (var kv in keys) { TextAsset v = kv.Value as TextAsset; string key = kv.Key; output[key] = v.bytes; } } } [Callback(CallbackType.GetOneConfigBytes)] public class GetOneConfigBytes: IFunc { public byte[] Handle(string configName) { TextAsset v = ResourcesComponent.Instance.GetAsset("config.unity3d", configName) as TextAsset; return v.bytes; } } }