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LoadAssetAtPath 与 Load 的区别

一、官方的文档 

  

Resources.LoadAssetAtPathReturns 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 onlyResources.LoadLoads 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.dataPath17     + "/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 Editor27         // Flower@sprite.png28         //Debug.Log(item.Name);29         30         // E:\Unity3D Project\MenSa_Academy_2\Client\MenSa_Academy31         // \Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png32         //Debug.Log(item.FullName);33         34         // Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png35         //Debug.Log(DataPathToAssetPath(item.FullName));36         37         38         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite39         // 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.png44         //  Assets/Resources/Environment/Line_Up/Up/Flower_Category1/Flower@sprite.png45         //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     else61         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_Academy67     // \Assets\Resources\Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png68     if (Application.platform == RuntimePlatform.WindowsEditor){69         // Environment\Line_Up\Up\Flower_Category1\Flower@sprite.png70         string result =  path.Substring(path.IndexOf("Environment\\"));71         72         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite.png73         string result1 =  result.Replace("\\","/");74 75         // Environment/Line_Up/Up/Flower_Category1/Flower@sprite76         int index = result1.LastIndexOf(.);77         string result2 = result1.Substring(0, index);78         79         return result2;80 81     }82         83     else84         return path.Substring(path.IndexOf("Environment/"));85 }

 

LoadAssetAtPath 与 Load 的区别