直接上代码咯
using UnityEngine;
using System.Collections;
using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class OpenFileName
{
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 WindowDll
{
[DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
public static extern bool GetOpenFileName([In, Out] OpenFileName ofn);
public static bool GetOpenFileName1([In, Out] OpenFileName ofn)
{
return GetOpenFileName(ofn);
}
}
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using System.Reflection;
using UnityEngine.UI;
public class readImage : MonoBehaviour {
//public WebCamTexture cameraTexture;
//public string cameraName = "";
// private bool isPlay = false;
// Use this for initialization
private static readImage _instance;
public static readImage Instance
{
get { return _instance; }
}
public Image image;
void Awake()
{
_instance = this;
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// 获取权限打开摄像头
/// </summary>
/// <returns></returns>
//IEnumerator OpenCamera()
//{
// yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
// if (Application.HasUserAuthorization(UserAuthorization.WebCam))
// {
// WebCamDevice[] devices = WebCamTexture.devices;
// cameraName = devices[0].name;
// cameraTexture = new WebCamTexture(cameraName, 320, 240, 15);
// cameraTexture.Play();
// isPlay = true;
// }
//}
public void onRead()
{
//if (isPlay)
//{
// GUI.DrawTexture(new Rect(0, 0, 320, 240), cameraTexture, ScaleMode.ScaleAndCrop);
//}
//if (GUI.Button(new Rect(0, 0, 100, 35), "OpenDialog"))
//{
OpenFileName ofn = new OpenFileName();
ofn.structSize = Marshal.SizeOf(ofn);
ofn.filter = "图片文件(*.jpg*.png)\0*.jpg;*.png";
ofn.file = new string(new char[256]);
ofn.maxFile = ofn.file.Length;
ofn.fileTitle = new string(new char[64]);
ofn.maxFileTitle = ofn.fileTitle.Length;
string path = Application.streamingAssetsPath;
path = path.Replace('/', '\\');
//默认路径
ofn.initialDir = path;
//ofn.initialDir = "D:\\MyProject\\UnityOpenCV\\Assets\\StreamingAssets";
ofn.title = "Open Project";
ofn.defExt = "JPG";//显示文件的类型
//注意 一下项目不一定要全选 但是0x00000008项不要缺少
ofn.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;//OFN_EXPLORER|OFN_FILEMUSTEXIST|OFN_PATHMUSTEXIST| OFN_ALLOWMULTISELECT|OFN_NOCHANGEDIR
if (WindowDll.GetOpenFileName(ofn))
{
// Debug.Log("Selected file with full path: {0}" + ofn.file);
StartCoroutine(Load(ofn.file));
}
//}
}
IEnumerator Load(string path)
{
// image.gameObject.SetActive(true);
double startTime = (double)Time.time;
// WWW www = new WWW("file://C:\\fast-neural-style-tensorflow-master\\generated\\res.jpg");
WWW www = new WWW("file:///" + path);
yield return www;
if (www != null && string.IsNullOrEmpty(www.error))
{
//获取Texture
Texture2D texture = www.texture;
//更多操作...
//直接将选择图保存
byte[] bytes = texture.EncodeToJPG();
string filename = @"C:\fast-neural-style-tensorflow-master\img\Screenshot.jpg";
System.IO.File.WriteAllBytes(filename, bytes);
Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
image.sprite = sprite;
startTime = (double)Time.time - startTime;
// UnityEngine.Debug.Log("WWW加载用时:" + startTime);
}
}
}