using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEditor;
using System.IO;
using System;
using System.Collections.Generic;
using UnityEngine.Networking;
public class DJH_Unity : MonoBehaviour
{
private static string _extension = "*.png";
[MenuItem("Tools/FileSeachWithExtension")]
static void Search()
{
// 获取所有选中 文件、文件夹的 GUID
string[] guids = Selection.assetGUIDs;
foreach (var guid in guids)
{
// 将 GUID 转换为 路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// 判断是否文件夹
if (Directory.Exists(assetPath))
{
SearchDirectory(assetPath);
}
}
}
static void SearchDirectory(string directory)
{
DirectoryInfo dInfo = new DirectoryInfo(directory);
// 获取 文件夹以及子文件加中所有扩展名为 _extension 的文件
FileInfo[] fileInfoArr = dInfo.GetFiles(_extension, SearchOption.AllDirectories);
for (int i = 0; i < fileInfoArr.Length; ++i)
{
string fullName = fileInfoArr[i].FullName;
//Debug.Log(fullName);
string paht = fullName.Substring(fullName.IndexOf("Assets"));
Sprite sp=AssetDatabase.LoadAssetAtPath<Sprite>(paht);
GameObject go = GameObject.Find("Image");
print(go.name);
go.GetComponent<FrameAnimator>().Frames[i] = sp;
}
}
[MenuItem("Tools/Change")]
static void CheckSceneSetting()
{
string path = "D:/UnityProject/FrameAnimation/Assets/1";
List<string> dirs = new List<string>();
GetDirs(path, ref dirs);
}
//参数1 为要查找的总路径, 参数2 保存路径
private static void GetDirs(string dirPath, ref List<string> dirs)
{
foreach (string path in Directory.GetFiles(dirPath))
{
//获取所有文件夹中包含后缀为 .prefab 的路径
if (System.IO.Path.GetExtension(path) == ".png")
{
dirs.Add(path.Substring(path.IndexOf("Assets")));
Debug.Log(path.Substring(path.IndexOf("Assets")));
}
}
if (Directory.GetDirectories(dirPath).Length > 0) //遍历所有文件夹
{
foreach (string path in Directory.GetDirectories(dirPath))
{
GetDirs(path, ref dirs);
}
}
}
}
【Unity3D自学记录】Editor模式下遍历并赋值
于 2022-06-11 01:13:14 首次发布