public IImageComponent SetImage(UnityEngine.UI.Windows.Plugins.Localization.LocalizationKey key, params object[] parameters) { if (this.imageCrossFadeModule.IsValid() == true) { this.imageCrossFadeModule.Prepare(this); } this.lastImageLocalization = true; this.lastImageLocalizationKey = key; this.lastImageLocalizationParameters = parameters; this.SetImage(ResourceAuto.CreateResourceRequest(UnityEngine.UI.Windows.Plugins.Localization.LocalizationSystem.GetSpritePath(key, parameters))); //this.SetImage(UnityEngine.UI.Windows.Plugins.Localization.LocalizationSystem.GetSprite(key, parameters)); //WindowSystemResources.Unload(this, this.GetResource()); //WindowSystemResources.Load(this, onDataLoaded: null, onComplete: null, customResourcePath: UnityEngine.UI.Windows.Plugins.Localization.LocalizationSystem.GetSpritePath(key, parameters)); return(this); }
public static ResourceAuto GetResource(string groupName, string filename, string resourcesPathMask = "{0}", string webPathMask = null, string webPath = null, bool readable = true) { //if (UnityEngine.UI.Windows.Constants.LOGS_ENABLED == true) UnityEngine.Debug.Log("Load: " + groupName + " :: " + filename + " :: " + resourcesPathMask + " :: " + webPathMask); ResourceAuto resource = null; // Look up built-in storage if (resource == null) { var path = string.Format("{0}/{1}", groupName, string.Format(resourcesPathMask, filename)); //if (UnityEngine.UI.Windows.Constants.LOGS_ENABLED == true) UnityEngine.Debug.Log("RES: " + path); if (UnityEngine.Resources.Load(path) != null) { resource = ResourceAuto.CreateResourceRequest(path); } } #if !UNITY_SWITCH // Look up cache storage if (resource == null) { var path = Utilities.GetCachePath(groupName, filename); if (File.Exists(path) == true) { //if (UnityEngine.UI.Windows.Constants.LOGS_ENABLED == true) UnityEngine.Debug.Log("CCH: " + path); resource = ResourceAuto.CreateWebRequest(path, readable: readable); } } #endif // Create web request if (resource == null) { var path = (string.IsNullOrEmpty(webPath) == false ? webPath : string.Format(webPathMask, filename)); //if (UnityEngine.UI.Windows.Constants.LOGS_ENABLED == true) UnityEngine.Debug.Log("WEB: " + path); resource = ResourceAuto.CreateWebRequest(path, readable: readable); } return(resource); }