Class type of sliced sprites

I’m looking to make the best use of Unity’s built-in sprite slicing mechanisms, but am having trouble referencing them from my back-end.

        private string spritePiece = "Game_Assets/spritesheets/Items/SpriteSheet_Blade01_FallenSword";
    
        void Start() {
            var spriteRenderer = GetComponent<SpriteRenderer>();
            var LoadedSprite = Resources.Load<Sprite>(spritePiece);
            spriteRenderer.sprite = LoadedSprite;
        }

Works just fine for loading the first piece in this sprite slice, but I really need “Game_Assets/spritesheets/Items/SpriteSheet_Blade01_FallenSword_0” and other subsequent sliced pieces. I tried a few things like getting back an array/list, and Unity can’t seem to handle that concept.

Any suggestions? I’m just looking to palette-swap some assets and this is becoming ridiculously frustrating and convoluted.

Post-Resolution:

The answer was, as provided below, to use Resources.LoadAll instead of Resources.Load, then use the index of the array which was returned to apply the sliced portion of the sprite.

Code:

    private string spritePiece = "Game_Assets/spritesheets/Items/SpriteSheet_Blade01_FallenSword";

    // Use this for initialization
    void Start() {
        var spriteRenderer = GetComponent<SpriteRenderer>();
        var LoadedSprite = Resources.LoadAll<Sprite>(spritePiece);
        spriteRenderer.sprite = LoadedSprite[1];
    }

You can load all the sprites from a sprite sheet into an array using

var sprites = Resources.LoadAll("SpritesSheetName");

From memory the first sprite is actually in element 1, but you should be able to work out some kind of system to access the relevant sprite by its index.