using System.IO; using UnityEngine; namespace ES3Internal { internal class ES3ResourcesStream : MemoryStream { // Check that data exists by checking stream is not empty. public bool Exists{ get{ return this.Length > 0; } } // Used when creating public ES3ResourcesStream(string path) : base(GetData(path)) { } private static byte[] GetData(string path) { var textAsset = Resources.Load(path) as TextAsset; // If data doesn't exist in Resources, return an empty byte array. if(textAsset == null) return new byte[0]; return textAsset.bytes; } protected override void Dispose (bool disposing) { base.Dispose(disposing); } } }