Question: There is no need to say more about the dynamic loading of Unity's Resources. The problem here is that when I put the picture into the Resources folder, I use Resources.Load (datapath) but no picture appears.
Analysis: Since the image you put in the folder is a Texture2D type, but the sprite is actually used in u3d, so you need to convert the type.
Way:
1. Create a Texture2D variable in the code first, obtain an external image, and use the completed variable to create a sprite
2. Directly convert the image into a sprite in unity, and then call it directly
editor settings
the code
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class LoadTest : MonoBehaviour
{
public Image image;
public Button btn_up;
public Button btn_down;
void Start()
{
btn_up.onClick.AddListener(Btn_up);
btn_down.onClick.AddListener(Btn_down);
}
void Btn_up()
{
ShowImage("前");
}
void Btn_down()
{
ShowImage("后");
}
/// <summary>
/// 显示图片
/// </summary>
/// <param name="imageName"></param>
public void ShowImage(string imageName, bool isShow = true)
{
if (imageName == null)
{
Debug.Log("Panel_serverResponseImage:地址:ShowImage:服务器响应的图片名称为空");
return;
}
else
{
string path = "Image/" + imageName;
Texture2D imageLoad = Resources.Load(path) as Texture2D;
Debug.Log("Panel_serverResponseImage:地址:ShowImage:imageLoad:" + imageLoad);
if (imageLoad == null)
{
Debug.Log("Panel_serverResponseImage:地址:ShowImage:服务器响应的图片加载为空");
}
else
{
Sprite texSprite= Sprite.Create(imageLoad, new Rect(0, 0, imageLoad.width, imageLoad.height), new Vector2(0.5f, 0.5f));
image.GetComponent<Image>().sprite = texSprite;
}
}
}
}
actually run