UnityPC端打开本地文件夹选择文件

废话不多说,直接上代码

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;

public class FileDialogHelper : MonoBehaviour
{
    private static FileDialogHelper _instance;
    private string DefaultPathPath = Application.dataPath.Replace('/', '\\');

    public static FileDialogHelper Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = new FileDialogHelper();
            }
            return _instance;
        }
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.T))
        {
            OpenProject(OnTestLoads);
        }
    }

    private void OnTestLoads(string _p, string _ps)
    {
        Debug.Log(_p);
        Debug.Log(_ps);
    }

    /// <summary>
    /// 打开项目
    /// </summary>
    public void OpenProject(Action<string, string> luafunc)
    {
        Action<Action<string, string>, string> _OpenProject = OpenOpenFileDlg;
        _OpenProject.BeginInvoke(luafunc, DefaultPathPath, null, null);
    }

    private void OpenOpenFileDlg(Action<string, string> luafunc, string defaultPath)
    {
        OpenFileDlg pth = new OpenFileDlg();
        pth.structSize = Marshal.SizeOf(pth);
        //pth.filter = "All files (*.*)|*.*";
        //pth.filter = "图片文件(*.jpg,*.png)\0*.jpg;*.png";
        pth.filter = "视频文件(*.mp4,*.mov)\0*.mp4;*.mov";
        pth.file = new string(new char[256]);
        pth.maxFile = pth.file.Length;
        pth.fileTitle = new string(new char[64]);
        pth.maxFileTitle = pth.fileTitle.Length;
        pth.initialDir = defaultPath; //默认路径
        pth.title = "选择文件";
        pth.defExt = "mp4";//显示文件的类型
        pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
        pth.dlgOwner = OpenFileDialog.GetForegroundWindow();
        if (OpenFileDialog.GetOpenFileName(pth))
        {
            string filepath = pth.file; //选择的文件路径; 
            string filename = pth.fileTitle;
            luafunc?.Invoke(filepath, filename);
        }
        else
        {
            luafunc?.Invoke("", "");
        }
    }

    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
    public class OpenFileDlg
    {
        public int structSize = 0;
        public IntPtr dlgOwner = IntPtr.Zero;
        public IntPtr instance = IntPtr.Zero;
        public String filter = null;
        public String customFilter = null;
        public int maxCustFilter = 0;
        public int filterIndex = 0;
        public String file = null;
        public int maxFile = 0;
        public String fileTitle = null;
        public int maxFileTitle = 0;
        public String initialDir = null;
        public String title = null;
        public int flags = 0;
        public short fileOffset = 0;
        public short fileExtension = 0;
        public String defExt = null;
        public IntPtr custData = IntPtr.Zero;
        public IntPtr hook = IntPtr.Zero;
        public String templateName = null;
        public IntPtr reservedPtr = IntPtr.Zero;
        public int reservedInt = 0;
        public int flagsEx = 0;
    }

    public class OpenFileDialog
    {
        [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
        public static extern bool GetOpenFileName([In, Out] OpenFileDlg ofd);
        [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
        public static extern bool GetSaveFileName([In, Out] OpenFileDlg ofd);
        [DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
        public static extern IntPtr GetForegroundWindow();
    }
}

直接放入工程中就可以运行。

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