返回 assetPath
下所有的子资源。
此函数仅返回 Project 视图中可见的子资源。\
所有路径均相对于项目文件夹,例如:“Assets/MyTextures/hello.png”
注意:可通过 AssetDatabase.AddObjectToAsset 显式添加子资源\
另请参阅:AssetDatabase.LoadMainAssetAtPath、 AssetDatabase.LoadAllAssetsAtPath、HideFlags.HideInHierarchy。
using UnityEngine; using UnityEditor;
public class Example : MonoBehaviour { [MenuItem("AssetDatabase/LoadAllAssetRepresentationsAtPath")] private static void PrintSubAssets() { Object[] data = AssetDatabase.LoadAllAssetRepresentationsAtPath("Assets/MySpriteTexture.png");
Debug.Log(data.Length + " Sub Assets");
foreach (Object o in data) { Debug.Log(o); }
// outputs: // 4 Sub Assets // MyTexture_0 (UnityEngine.Sprite) // MyTexture_1 (UnityEngine.Sprite) // MyTexture_2 (UnityEngine.Sprite) // MyTexture_3 (UnityEngine.Sprite) } }