protected Sprite _LoadSpriteAB(XUITextureConfig.TextureInfo textureInfo) { Sprite sprite = null; if (string.IsNullOrEmpty(textureInfo.atlasName)) { sprite = m_AssetLoader.LoadAsset <Sprite>(textureInfo.path); } else { var atlas = m_AssetLoader.LoadAsset <SpriteAtlas>(textureInfo.path); Debug.Log($"LoadAsset SpriteAtlas {textureInfo.path} {atlas}"); if (atlas != null) { sprite = atlas.GetSprite(textureInfo.name); } } if (sprite == null) { Debug.LogError($"没有找到sprite {textureInfo.ToLog()}"); return(null); } return(sprite); }
public void Init(IXUIAssetLoader assetLoader, IXUILocalizationLoader localizationLoader) { m_AssetLoader = assetLoader; m_LocalizationLoader = localizationLoader; var configBI = Resources.Load <XUITextureConfig>(XUITextureConfig.configPathBIRuntime); AddConfig(configBI.configData); //临时在这里初始化,应该在assetloader初始化完毕时执行 var configAB = m_AssetLoader.LoadAsset <XUITextureConfig>(XUITextureConfig.configPathAB); AddConfig(configAB.configData); //SpriteAtlasManager.atlasRequested += _OnAtlasRequested; }