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LoadAssetAtPath 与 Load 的区别

时间:2014-11-14 20:57:48      阅读:336      评论:0      收藏:0      [点我收藏+]

一、官方的文档 

  

Resources.LoadAssetAtPath

Returns a resource at an asset path (Editor Only).
This function always return null in the standalone player or web player. 
This is useful for quickly accessing an asset for use in the editor only

Resources.Load

Loads an asset stored at path in a Resources folder.
Returns the asset at path if it can be found otherwise returns null. 
Only objects of type will be returned if this parameter is supplied. 
The path is relative to any Resources folder inside the Assets folder of your project, 
extensions must be omitted

 上面已经解释的很清楚了,接下来我做个实验来验证一下。

 

二、试验代码

 1 public enum UpDecorationEnum
 2 {
 3     Flower_Category1,
 4     Olive_Category2,
 5     Man_Category3,
 6     Woman_Category4
 7 }
 8 
 9 void UnitTest()
10 {
11     Random_Sprite_SpecificEnum(UpDecorationEnum.Flower_Category1);
12 }
13 
14 public static void Random_Sprite_SpecificEnum(UpDecorationEnum specific)
15 {
16     string DataPath = Application.dataPath
17     + "/Resources/Environment/Line_Up/Up/" + specific.ToString();
18 
19     DirectoryInfo directoryinfo = new DirectoryInfo(DataPath);
20 
21     FileInfo[] fileinfo = directoryinfo.GetFiles("*.png");
22 
23     List<Sprite> list = new List<Sprite>();
24     foreach (var item in fileinfo)
25     {
26         //Window Editor
27         // Flower@sprite.png
28         //Debug.Log(item.Name);
29         
30         // E:\Unity3D Project\MenSa_Academy_2\Client\MenSa_Academy
31         // \Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png
32         //Debug.Log(item.FullName);
33         
34         // Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png
35         //Debug.Log(DataPathToAssetPath(item.FullName));
36         
37         
38         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite
39         // Debug.Log(DataPathToResourcesPath(item.FullName));
40         
41 
42         /// 这个在android 下 是 不行的 使用 DataPathToAssetPath 下面两种都是可以的
43         //  Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png
44         //  Assets/Resources/Environment/Line_Up/Up/Flower_Category1/Flower@sprite.png
45         //Sprite tmp = Resources.LoadAssetAtPath<Sprite>(DataPathToAssetPath(item.FullName));
46 
47         /// 全平台适用 只能使用 DataPathToResourcesPath1路径
48         Sprite tmp = Resources.Load<Sprite>(DataPathToResourcesPath(item.FullName)); 
49         
50         if (tmp == null) Debug.Log("Null");
51         else list.Add(tmp);
52     }
53     Debug.Log("Random_Sprite_SpecificEnum" + list.Count);
54 }
55 
56 public static string DataPathToAssetPath(string path)
57 {
58     if (Application.platform == RuntimePlatform.WindowsEditor)
59         return path.Substring(path.IndexOf("Assets\\"));
60     else
61         return path.Substring(path.IndexOf("Assets/"));
62 }
63 
64 public static string DataPathToResourcesPath(string path)
65 {
66     // E:\Unity3D Project\MenSa_Academy_2\Client\MenSa_Academy
67     // \Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png
68     if (Application.platform == RuntimePlatform.WindowsEditor){
69         // Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png
70         string result =  path.Substring(path.IndexOf("Environment\\"));
71         
72         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite.png
73         string result1 =  result.Replace("\\","/");
74 
75         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite
76         int index = result1.LastIndexOf(.);
77         string result2 = result1.Substring(0, index);
78         
79         return result2;
80 
81     }
82         
83     else
84         return path.Substring(path.IndexOf("Environment/"));
85 }

 

LoadAssetAtPath 与 Load 的区别

原文:http://www.cnblogs.com/chongxin/p/4098055.html

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