public void LoadAtlas(string atlasPath)
{
if(DoesContainAtlas(atlasPath)) return; //we already have it, don't load it again
string filePath = atlasPath+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(atlasPath,atlasPath+Futile.resourceSuffix, texture);
}
else //load it as a normal Unity image asset
{
ActuallyLoadAtlasOrImage(atlasPath, atlasPath+Futile.resourceSuffix, atlasPath+Futile.resourceSuffix);
}
}