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