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 ProjectMenSa_Academy_2ClientMenSa_Academy 31 // AssetsResourcesEnvironmentLine_UpUpFlower_Category1Flower@sprite.png 32 //Debug.Log(item.FullName); 33 34 // AssetsResourcesEnvironmentLine_UpUpFlower_Category1Flower@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 // AssetsResourcesEnvironmentLine_UpUpFlower_Category1Flower@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 ProjectMenSa_Academy_2ClientMenSa_Academy 67 // AssetsResourcesEnvironmentLine_UpUpFlower_Category1Flower@sprite.png 68 if (Application.platform == RuntimePlatform.WindowsEditor){ 69 // EnvironmentLine_UpUpFlower_Category1Flower@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 }