SpriteManager 加载图集

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Object = UnityEngine.Object;

public class SpriteManager
{
    private Dictionary<string, Dictionary<string, Sprite>> _atlasDic;
    private AssetBundleManifest _manifest;
    private static SpriteManager _instance;
    public static SpriteManager Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = new SpriteManager();
            }

            return _instance;
        }
    }

    private SpriteManager()
    {
        _atlasDic = new Dictionary<string, Dictionary<string, Sprite>>();
        AssetBundle assetBundle = AssetBundle.LoadFromFile(ClientInfo.DataPath + "/AssetBundleDatas/Sprite/Sprite");
        _manifest = assetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        Debug.Log("初始化图片资源管理器");
    }

    /// <summary>
    /// 从Resources文件夹下读取资源
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public Sprite LoadResource(string path)
    {
        if (string.IsNullOrEmpty(path)) return null;
        
        if (!_atlasDic.ContainsKey(path))
        {
            Sprite[] res = Resources.LoadAll<Sprite>(path);

            if (res == null)
                return null;

            Dictionary<string, Sprite> sp = new Dictionary<string, Sprite>();
            for (int i = 0; i < res.Length; i++)
            {
                Sprite s = res[i];
                sp[s.name] = s;
            }
            _atlasDic.Add(path, sp);
        }
        else
        {
            //return _spritedic[path];
        }

        return null;
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="value">图集名/图片名</param>
    /// <returns></returns>
    public Sprite LoadSprite(string value, bool isAtlas = true)
    {
        if (string.IsNullOrEmpty(value)) return null;

        string[] array = value.Split('/');
        if (array.Length != 2) return null;

        if(isAtlas)
            return LoadAtlas(array[0], array[1]);
        else
            return LoadFormUI(array[0], array[1]);
    }

    /// <summary>
    /// AssetBundle查找Sprite
    /// </summary>
    /// <param name="atlasName"></param>
    /// <param name="spriteName"></param>
    /// <returns></returns>
    public Sprite LoadAtlas(string atlasName,string spriteName)
    {
        if (string.IsNullOrEmpty(atlasName) || string.IsNullOrEmpty(spriteName)) return null;
        

        atlasName = atlasName.ToLower();
        spriteName = spriteName.ToLower();  

        if (_atlasDic.ContainsKey(atlasName))
        {
            Dictionary<string, Sprite> spriteDict = _atlasDic[atlasName];
            if (spriteDict != null && spriteDict.ContainsKey(spriteName))
            {
                return spriteDict[spriteName];
            }
        }
        else
        {
            string url = string.Format("{0}/AssetBundleDatas/Sprite/{1}.data", ClientInfo.DataPath, atlasName);
            if(!File.Exists(url))
            {
                Debug.LogError(atlasName + " 图集不存在");
                return null;
            }

            AssetBundle ab = AssetBundle.LoadFromFile(url);
            if (ab == null)
            {
                Debug.LogError("注意:图集不存在" + atlasName);
                return null;
            }
            Sprite[] objs = ab.LoadAllAssets<Sprite>();

            //ab.Unload(false);
            GlobalWindowManager.instance.StartCoroutine(UnloadAssetBundle(ab));
            
            if (objs == null)
            {
                Debug.LogError("注意:图不存在" + atlasName);
                return null;
            }

            Dictionary<string, Sprite> atlas = new Dictionary<string, Sprite>();
            for (int i = 0; i < objs.Length; i++)
            {
                Sprite s = objs[i];
                string name = s.name.ToLower();
                atlas[name] = s;
            }

            _atlasDic.Add(atlasName, atlas);

            if (atlas.ContainsKey(spriteName))
                return atlas[spriteName];
        }
        Debug.LogError("注意:" + atlasName + " 图集中不存在" + spriteName);
        return null;
    }

    IEnumerator UnloadAssetBundle(AssetBundle ab)
    {
        yield return null;
        ab.Unload(false);
    }

    private List<string> AsyncAssets = new List<string>();
    
    
    
    /// <summary>
    /// AssetBundle查找Sprite异步
    /// </summary>
    /// <param name="atlasName"></param>
    /// <param name="spriteName"></param>
    /// <returns></returns>
    public void LoadAtlas(string atlasName,string spriteName, Action<Sprite> back)
    {
        if (string.IsNullOrEmpty(atlasName) || string.IsNullOrEmpty(spriteName)) return;
        
        atlasName = atlasName.ToLower();
        spriteName = spriteName.ToLower();  

        AssetBundleTool.instance.StartCoroutine(LoadSprite(atlasName, spriteName, back));
    }

    private IEnumerator LoadSprite(string atlasName,string spriteName, Action<Sprite> back)
    {

        while (AsyncAssets.Contains(atlasName))
        {
            yield return 1;
        }
        
        if (_atlasDic.ContainsKey(atlasName))
        {
            Dictionary<string, Sprite> spriteDict = _atlasDic[atlasName];
            if (spriteDict != null && spriteDict.ContainsKey(spriteName))
            {
                back?.Invoke(spriteDict[spriteName]);
            }
        }
        else
        {
            string url = string.Format("{0}/AssetBundleDatas/Sprite/{1}.data", ClientInfo.DataPath, atlasName);
            if(!File.Exists(url))
            {
                Debug.LogError(atlasName + " 图集不存在");
                yield break;
            }
        
            AssetBundle ab = AssetBundle.LoadFromFile(url);
            if (ab == null)
            {
                Debug.LogError("注意:图集不存在" + atlasName);
                yield break;
            }

            AsyncAssets.Add(atlasName);
            
            AssetBundleRequest request = ab.LoadAllAssetsAsync<Sprite>();
            yield return request;

            Object[] objs = request.allAssets;

            ab.Unload(false);
            
            AsyncAssets.Remove(atlasName);

            if (objs == null)
            {
                Debug.LogError("注意:图不存在" + atlasName);
                yield break;
            }

            Dictionary<string, Sprite> atlas = new Dictionary<string, Sprite>();
            for (int i = 0; i < objs.Length; i++)
            {
                Sprite s = objs[i] as Sprite;
                if (s != null)
                {
                    string name = s.name.ToLower();
                    atlas[name] = s;
                }
            }

            _atlasDic.Add(atlasName, atlas);

            if (atlas.ContainsKey(spriteName))
                back?.Invoke(atlas[spriteName]);
        }
    }

    public Sprite LoadFormUI(string assetBundleName, string spriteName)
    {
        assetBundleName = assetBundleName.ToLower();
        spriteName = spriteName.ToLower();

        string atlasName = string.Format("UI/{0}", assetBundleName);

        if (_atlasDic.ContainsKey(atlasName))
        {
            Dictionary<string, Sprite> spriteDict = _atlasDic[atlasName];
            if (spriteDict != null && spriteDict.ContainsKey(spriteName))
            {
                return spriteDict[spriteName];
            }
        }
        
        string resUrl = string.Format("{0}/AssetBundleDatas/UI/{1}.data", ClientInfo.DataPath, assetBundleName);

        object[] objs = AssetBundleTool.instance.GetAssets(resUrl);
        if (objs == null) return null;

        Sprite[] sprites = AssetTool.GetAssetAll<Sprite>((Object[]) objs);
        for (int i = 0; i < sprites.Length; i++)
        {
            Sprite sprite = sprites[i];
            if (string.Equals(sprite.name.ToLower(), spriteName))
            {
                Dictionary<string, Sprite> atlas;
                if (_atlasDic.ContainsKey(atlasName))
                    atlas = _atlasDic[atlasName];
                else
                {
                    atlas = new Dictionary<string, Sprite>();
                    _atlasDic.Add(atlasName, atlas);
                }

                string name = sprite.name.ToLower();
                atlas[name] = sprite;
                
                return sprite;
            }
        }
        return null;
    }
}
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