unity对于window下的资源管理器的基本操作

最近项目中,在做项目插件的时候涉及到了对资源管理器的一些基本操作,这里主要讲下在window下对资源管理器的选择,打开,保存的三个基本操作。

一、对指定文件的路径选择

/*
* 选择某个文件夹
*/
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class SelectFile
{
    public IntPtr hwndOwner = IntPtr.Zero;
    public IntPtr pidlRoot = IntPtr.Zero;
    public String pszDisplayName = null;
    public String lpszTitle = null;
    public UInt32 ulFlags = 0;
    public IntPtr lpfn = IntPtr.Zero;
    public IntPtr lParam = IntPtr.Zero;
    public int iImage = 0;
}

public class SelectFileLog
{
    [DllImport("shell32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
    public static extern IntPtr SHBrowseForFolder([In, Out] SelectFile ofn);

    [DllImport("shell32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
    public static extern bool SHGetPathFromIDList([In] IntPtr pidl, [In, Out] char[] fileName);

    public static string GetSelectFileName()
    {
        SelectFile selectFileName = new SelectFile();
        selectFileName.pszDisplayName = new string(new char[2000]);
        selectFileName.lpszTitle = "选择文件夹";
        IntPtr intPtr = SHBrowseForFolder(selectFileName);
        char[] chArray = new char[2000];
        for (int i = 0; i < chArray.Length; i++)
        {
            chArray[i] = '\0';
        }
        SHGetPathFromIDList(intPtr, chArray);
        string fullPath = new string(chArray);
        fullPath = fullPath.Substring(0, fullPath.IndexOf('\0'));
        return fullPath;
  }
}

 

我们这里采用editor下调用选择指定文件夹

[MenuItem("Tool/SelectFile")] 
private static void SeleclFile()
{
    string selectPath =  SelectFileLog.GetSelectFileName();
    Debug.LogError("选择的路径:" + selectPath);
}

下面调用结果:

二、关于打开文件的操作

我们这里以打开一张本地图片,并加载到场景中显示为例:

/*
* 打开指定文件或文件夹
*/
[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 OpenFileLog
{
    [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, 
    CharSet = CharSet.Auto)]
    public static extern bool GetOpenFileName([In, Out] OpenFileName ofn);

    public static bool openFileName([In, Out] OpenFileName ofn)
    {
         return GetOpenFileName(ofn);
    }

    public static void OpenFileName_()
    {
        OpenFileName openFile = new OpenFileName();
        openFile.structSize = Marshal.SizeOf(openFile);
        openFile.filter = "图片文件(*.jpg*.png)\0*.jpg;*.png";
        openFile.file = new string(new char[256]);
        openFile.maxFile = openFile.file.Length;
        openFile.fileTitle = new string(new char[64]);
        openFile.maxFileTitle = openFile.fileTitle.Length;
        //这里设置默认路径
        string path = Application.streamingAssetsPath;
        path = path.Replace('/', '\\');
        openFile.initialDir = path;
        openFile.title = "打开文件夹";
        openFile.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;

        if (GetOpenFileName(openFile))
        {            
             FileStream fileStream = new FileStream(openFile.file, FileMode.Open, FileAccess.Read);
             fileStream.Seek(0, SeekOrigin.Begin);
             //创建文件长度的缓冲区
             byte[] bytes = new byte[fileStream.Length];
             //读取文件
             fileStream.Read(bytes, 0, (int)fileStream.Length);            
             fileStream.Close();
             fileStream.Dispose();
             fileStream = null;

             //创建Texture           
             Texture2D texture2D = new Texture2D(100,100);
             texture2D.LoadImage(bytes);
             RawImage image = GameObject.Find("image").GetComponent<RawImage>();
             if(image==null)
             {
                  Debug.LogError("查找RawImages失败");
                  return;
             }
             image.texture = texture2D;
             image.SetNativeSize();
      }
   }
}

加载结果:

三、选择将文件保存到本地指定路径

我们以保存一个txt文件为例进行操作:

public static void SaveFileName()
{
    OpenFileName openFile = new OpenFileName();
    openFile.structSize = Marshal.SizeOf(openFile);
    openFile.filter = "txt文件(*.txt)\0*.txt";
    openFile.file = new string(new char[256]);
    openFile.maxFile = openFile.file.Length;
    openFile.fileTitle = new string(new char[64]);
    openFile.maxFileTitle = openFile.fileTitle.Length;
    //这里设置默认路径
    string path = Application.streamingAssetsPath;
    path = path.Replace('/', '\\');
    openFile.initialDir = path;
    openFile.title = "保存本地文件";
    openFile.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;

    if (GetSaveFileName(openFile))
    {                      
        FileInfo file = new FileInfo(openFile.file);
        StreamWriter sw = file.CreateText();
        sw.Write("test");
        sw.Dispose();
        sw.Close();            
    }
}
保存结束内容:

链接:https://pan.baidu.com/s/13sQ7e0Bh4lLX48LFTDeewQ 
提取码:34md

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