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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using VEngine;
 
- namespace GFGGame
 
- {
 
-     public class GFGAsset
 
-     {
 
-         public static T Load<T>(string path) where T : Object
 
-         {
 
-             VEngine.Logger.I($"GFGAsset.Load {path} {Random.Range(0, int.MaxValue)}");
 
-             T t = null;
 
-             if (path.Contains("Asset"))
 
-             {
 
-                 Asset asset = VEngine.Asset.Load(path, typeof(T));
 
-                 if (asset != null)
 
-                 {
 
-                     t = asset.asset as T;
 
-                 }
 
-             }
 
-             else
 
-             {
 
-                 t = Resources.Load<T>(path);
 
-             }
 
-             return t;
 
-         }
 
-         public static void Release(string path)
 
-         {
 
-             //VEngine.Logger.I($"GFGAsset.Release {path} {Random.Range(0, int.MaxValue)}");
 
-             if (path.Contains("Asset"))
 
-             {
 
-                 // int count = 0;
 
-                 // if (Asset.CacheCount.TryGetValue(path, out count))
 
-                 // {
 
-                 //     count--;
 
-                 //     Asset.CacheCount[path] = count;
 
-                 // }
 
-                 // if (count > 0) return;
 
-                 Asset asset;
 
-                 if (Asset.Cache.TryGetValue(path, out asset))
 
-                 {
 
-                     asset.Release();
 
-                 }
 
-             }
 
-             else
 
-             {
 
-             }
 
-         }
 
-     }
 
- }
 
 
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