Load a SpriteAtlas, or access SpriteAtlas of a Sprite

I have a SpriteManager that has several lists of sprites. I am using it to change sprite textures during runtime.

I have a folder with all the sprite atlases in it. Because all the “tree” sprites have the same parts, they use the same layout in their atlases. So [oak] has an [oak SpriteAtlas] with a [Limb] sprite, and [pine] has an [pine SpriteAtlas] with a [Limb] sprite.

When I load the sprites, I get [Limb] and [Limb] but do not know how to tell which atlas they came from.

So I want a way to load the sprite atlas as a whole, then load the sprites from that atlas. I do not want to have to specify the name of each tree, as there are too many.

Here is the code currently:

    public IEnumerator LoadSprites()
    {
        Debug.Log("Loading sprites");

        //first, we can find all the sprites
        allSpriteObjects = Resources.LoadAll("Sprites", typeof(Sprite));

        //then we need a list for each atlas
        allSpriteAtlases = new List<Sprite[]>();

       //now we need to put each sprite in the correct atlas entry
        foreach (Object o in allSpriteObjects)
        {
            Debug.Log("Loaded " + o.name);

            //HERE: How do I know what atlas this sprite was pulled from?

            yield return new WaitForSeconds(0.1f);
        }
}

My end goal is to have a List<List<Sprite>, or a List<Sprite[]> or a List<SpriteAtlas>, so that I can find the [Limb Sprite] of [pine SpriteAtlas] from the manager.

Hi,

I putted toghether a fast solution, tell me if it works for you.
You also need the following namespaces:

-System.Collections;

-UnityEngine;

-UnityEngine.U2D;

public class SpriteLoader : MonoBehaviour
{
    Hashtable spriteTable;

    public void Start()
    {
        spriteTable = GetSprites();

        //use this to loop through the elements
        foreach (DictionaryEntry element in spriteTable)
        {
            Sprite[] sprites = (Sprite[])element.Value;
            foreach (var sprite in sprites)
                Debug.Log("Sprite in '" + element.Key + "': " + sprite.name);
        }
    }

    public Hashtable GetSprites()
    {
        //Insthed of list of list, i used an Hashtable, with key as sprite atlas name
        //and value as array of the sprites of the curren sprite atlas
        Hashtable table = new Hashtable();

        //Loading sprite atlases
        SpriteAtlas[] allSpriteAtlases = Resources.LoadAll<SpriteAtlas>("Sprites");

        foreach (var element in allSpriteAtlases)
        {
            Sprite[] sprites = new Sprite[element.spriteCount];
            //Clone the sprites of the curren sprite atlas
            //in the 'sprites' array
            element.GetSprites(sprites);

            /* this is the structure of the hashtable:
             * key->string(atlas name) value->Sprite[](array of the sprite in the current atlas)
             * 
             * 
             * To access values:
             * table["atlas name"] --> will return the array of sprites of the atlas selected
             * so, for instance if the atlas is "hosue"
             * Sprite[] houseSprites = table["house"];
            */
            table.Add(element.name, sprites);
        }

        return table;
    }
}