public void LoadImage(string imagePath)
{
if(DoesContainAtlas(imagePath)) return; //we already have it
string filePath = imagePath+Futile.resourceSuffix+"_png";
TextAsset imageBytes = Resources.Load (filePath, typeof(TextAsset)) as TextAsset;
if(imageBytes != null) //do we have png bytes?
{
Texture2D texture = new Texture2D(0,0,TextureFormat.ARGB32,false);
texture.LoadImage(imageBytes.bytes);
Resources.UnloadAsset(imageBytes);
LoadAtlasFromTexture(imagePath, texture);
}
else //load it as a normal Unity image asset
{
ActuallyLoadAtlasOrImage(imagePath, imagePath+Futile.resourceSuffix,"");
}
}