unity3d 加载文件

1. 单个大图加载:

在 unity editor 模式下,先通过

string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(abname, assetname);

Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPaths[0]);

可以获得 sprite

AssetBundleCreateRequest   m_abcr

在非 unity editor 模式下,先加载 assetBundle ,等 m_abcr.isDone 完成,

string uri = Util.DataPath + abname;

m_abcr = AssetBundle.LoadFromFileAsync(uri);

Sprite sprite = m_abcr.assetBundle.LoadAsset<Sprite>(m_assetname);

2.  加载  prefab  :

在 unity editor 模式下,

string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(abname, assetname);

GameObject go =  AssetDatabase.LoadAssetAtPath<GameObject>(assetPaths[0]); 

非 editor 模式:

AssetBundle bundle = LoadAssetBundle(abname, dontDestroy);

bundle = AssetBundle.LoadFromFile(uri);

GameObject go = bundle.LoadAsset<GameObject>(assetname);

3. 加载 audio 类似 加载 prefab

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转载自blog.csdn.net/jiuzhouhi/article/details/85399881