unity OpenFileDlg自定义保存路径,自定义打开路径

文件的布局

using System.Runtime.InteropServices;
using System;


/// <summary>
/// 文件日志类
/// </summary>
// [特性(布局种类.有序,字符集=字符集.自动)]
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class ChinarFileDlog
{
    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;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class OpenFileDlg : ChinarFileDlog
{
}

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

public class SaveFileDialog
{
    [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
    public static extern bool GetSaveFileName([In, Out] SaveFileDlg ofd);
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class SaveFileDlg : ChinarFileDlog
{
}

这代码放在自己挂在的物体上,调用此方法

  /// <summary>
    /// 打开自定义文件
    /// </summary>
    public void OpenProject()
    {
        OpenFileDlg pth = new OpenFileDlg();
        pth.structSize = System.Runtime.InteropServices.Marshal.SizeOf(pth);
        pth.filter = "All files (*.*)|*.*";
        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 = UnityEngine.Application.dataPath.Replace("/", "\\") + "\\Resources"; //默认路径
        pth.title = "打开项目";
        pth.defExt = "dat";
        pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
        if (OpenFileDialog.GetOpenFileName(pth))
        {
            string filepath = pth.file; //选择的文件路径;  
            Debug.Log(filepath);
            LoadByWWW(filepath);
        }
    }
    /// <summary>
    /// 保存自定义路径
    /// </summary>
    public void SaveProject()
    {
        SaveFileDlg pth = new SaveFileDlg();
        pth.structSize = System.Runtime.InteropServices.Marshal.SizeOf(pth);
        pth.filter = "txt (*.txt)";
        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 = UnityEngine.Application.dataPath;  // default path  
        pth.title = "保存项目";
        pth.defExt = "txt";
        pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
        if (SaveFileDialog.GetSaveFileName(pth))
        {
            string filepath = pth.file;//选择的文件路径;  
            Debug.Log(filepath);
        }
    }
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