using UnityEngine; using UnityEngine.UI; using System.Collections; public class Test : Regist { #region 变量 public Image Image1; public Image Image2; public Image Image3; public Sprite Sprite1; public Sprite Sprite2; public Sprite Sprite3; public SpriteRenderer Sr1; public SpriteRenderer Sr2; public SpriteRenderer Sr3; #endregion public void Awake() { StartCoroutine(TestLoad()); } public IEnumerator TestLoad() { WWW www = new WWW(Auxiliary.GetStreamPath() + "/Bundle/Windows/test"); while (!www.isDone) { yield return null; } if (string.IsNullOrEmpty(www.error)) { Sprite[] sprites = www.assetBundle.LoadAllAssets(); // MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock (); // // Sr1.GetPropertyBlock (materialPropertyBlock); // // materialPropertyBlock.SetFloat ("_Alpha", 0); // // Sr1.SetPropertyBlock (materialPropertyBlock); // // // materialPropertyBlock = new MaterialPropertyBlock (); // // Sr2.GetPropertyBlock (materialPropertyBlock); // // materialPropertyBlock.SetFloat ("_Alpha", 0.5f); // // Sr2.SetPropertyBlock (materialPropertyBlock); // // // materialPropertyBlock = new MaterialPropertyBlock (); // // Sr3.GetPropertyBlock (materialPropertyBlock); // // materialPropertyBlock.SetFloat ("_Alpha", 1f); // // Sr3.SetPropertyBlock (materialPropertyBlock); //Sr1.sprite = sprites[0]; //Sr2.sprite = sprites[1]; //Sr3.sprite = sprites[2]; Image1.sprite = sprites[0]; Image2.sprite = sprites[1]; Image3.sprite = sprites[2]; } else { Debug.Log(www.error); } } }