/// <summary> /// 根据传入的参数赋值 /// </summary> /// <param name="images"></param> /// <param name="skillMng"></param> public static void Set(List <Image> images, SkillMng skillMng) { skill_Icon skillConfig = ConfigOperation <skill_Icon> .Deserialize(defalteConfigPath); AssetBundle ab = AssetBundle.LoadFromFile(Util.PathADD(BundleBasePath, "ui/texture/skillicon")); for (int i = 0; i < skillMng.Count; i++) { try { string s = skillConfig.namekeys.Find(temp => skillMng[i].Id == temp.Name).Key; images[i].sprite = ab.LoadAsset(s) as Sprite; } catch { Debug.Log("SkillIcon is Null or No Icon for thisSkill!"); } } ab.Unload(false); }
/// <summary> /// 按传入技能id顺序返回技能Icon /// </summary> /// <param name="skillIDs"></param> /// <returns></returns> public static List <Sprite> GetSprites(params string[] skillIDs) { skill_Icon skillConfig = ConfigOperation <skill_Icon> .Deserialize(defalteConfigPath); AssetBundle ab = AssetBundle.LoadFromFile(Util.PathADD(BundleBasePath, "ui/texture/skillicon")); List <Sprite> sprites = new List <Sprite>(); for (int i = 0; i < skillIDs.Length; i++) { try { string s = skillConfig.namekeys.Find(temp => skillIDs[i] == temp.Name).Key; sprites.Add(ab.LoadAsset(s) as Sprite); } catch { Debug.Log("SkillIcon is Null or No Icon for thisSkill!"); } } ab.Unload(false); return(sprites); }