我就废话不多说了,大家还是直接看代码吧~ public Sprite LoadSourceSprite(string relativePath) { //Debug.Log("relativePath=" + relativePath); //把资源加载到内存中 Object Preb = Resources.Load(relativePath, typeof(Sp
我就废话不多说了,大家还是直接看代码吧~
public Sprite LoadSourceSprite(string relativePath) { //Debug.Log("relativePath=" + relativePath); //把资源加载到内存中 Object Preb = Resources.Load(relativePath, typeof(Sprite)); Sprite tmpsprite = null; try { tmpsprite = Instantiate(Preb) as Sprite; } catch ( System.Exception ex ) { } //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载 return tmpsprite; //return Resources.Load(relativePath, typeof(Sprite)) as Sprite; }
补充:Unity运行时动态加载本地图片
一、Unity运行时加载本地文件夹下所有图片的方法
用于在使用图片前加载完成
//引入命名空间 using System; using System.IO; /// <summary> /// 加载图片的Byte[]数组 /// </summary> /// <param name="filesName">地址</param> public List<byte[]> LoadImage(string filesName) { List<byte[]> list = new List<byte[]>(); string tempPath ="E:\"+filesName; // 图片所在文件夹地址 List<string> filePaths = new List<string>(); string imgtype = "*.BMP|*.JPG|*.PNG"; string[] ImageType = imgtype.Split('|'); for (int i = 0; i < ImageType.Length; i++) { //文件夹下所有的图片路径 string[] dirs = Directory.GetFiles(tempPath, ImageType[i]); for (int j = 0; j < dirs.Length; j++) { filePaths.Add(dirs[j]); } } for (int i = 0; i < filePaths.Count; i++) { byte[] bs = getImageByte(filePaths[i]); list.Add(bs); } return list; } #endregion /// <summary> /// 根据图片路径返回图片的字节流byte[] /// </summary> /// <param name="imagePath">图片路径</param> /// <returns>返回的字节流</returns> private byte[] getImageByte(string imagePath) { FileStream files = new FileStream(imagePath, FileMode.Open,FileAccess.Read); files.Seek(0,SeekOrigin.Begin); byte[] imgByte = new byte[files.Length]; files.BeginRead(imgByte,0,(int)files.Length,CallBack,files); return imgByte; } /// <summary> /// 异步加载 /// </summary> /// <param name="ar"></param> void CallBack(IAsyncResult ar) { FileStream fs = ar.AsyncState as FileStream; fs.Close(); fs.Dispose(); }
用的时候:
List<byte[]> data=new List<byte[]>(); //临时接收图片数据流 List<Texture2D> turList=new List<Texture2D>(); //保存图片 data=加载类.LoadImage("测试图片"); foreach (byte[] item in data) { Texture2D tex = new Texture2D(100, 100, TextureFormat.RGBA32, false); tex.LoadImage(item); //建议哪里调用哪里转 还可转精灵 turList.Add(tex); }
二、临时加载一张图片
public static class ImageLoad { public static Texture2D LoadImageByte(string path){ FileStream files=new FileStream (PathSet.dataPath+path,FileMode.Open,FileAccess.Read); files.Seek(0,SeekOrigin.Begin); byte[] imgByte=new byte[files.Length]; //少量临时加载会 红问号 //files.BeginRead(imgByte,0,(int)files.Length,CallBack,files); files.Read(imgByte,0,imgByte.Length); files.Close(); Texture2D tx=new Texture2D (512,512); tx.LoadImage(imgByte); return tx; } static void CallBack(IAsyncResult ar){ FileStream fileStream=ar.AsyncState as FileStream; fileStream.Close(); fileStream.Dispose(); } }
以上为个人经验,希望能给大家一个参考,也希望大家多多支持自由互联。如有错误或未考虑完全的地方,望不吝赐教。