using UnityEngine;using System.Collections;using System.Collections.Generic;using System.IO;
<pre class="csharp" name="code"> public static List<string> nameArray = new List<string>();
/// <summary> /// 根据指定的 Assets下的文件路径 返回这个路径下的所有文件名// /// </summary> /// <returns>文件名数组</returns> /// <param name="path">Assets下“一"级路径</param> /// <param name="pattern">筛选文件后缀名的条件.</param> /// <typeparam name="T">函数模板的类型名t</typeparam> void GetObjectNameToArray<T>(string path, string pattern) { string objPath = Application.dataPath + "/" + path; string[] directoryEntries; try { //返回指定的目录中文件和子目录的名称的数组或空数组 directoryEntries = System.IO.Directory.GetFileSystemEntries(objPath); for(int i = 0; i < directoryEntries.Length ; i ++){ string p = directoryEntries[i]; //得到要求目录下的文件或者文件夹(一级的)// string[] tempPaths = StringExtention.SplitWithString(p,"/Assets/"+path+"\\"); //tempPaths 分割后的不可能为空,只要directoryEntries不为空// if(tempPaths[1].EndsWith(".meta")) continue; string[] pathSplit = StringExtention.SplitWithString(tempPaths[1],"."); //文件 if(pathSplit.Length > 1) { nameArray.Add(pathSplit[0]); } //遍历子目录下 递归吧! else { GetObjectNameToArray<T> (path+"/"+pathSplit[0], "pattern"); continue; } } } catch (System.IO.DirectoryNotFoundException) { Debug.Log("The path encapsulated in the " + objPath + "Directory object does not exist."); } }
void Start () { //TextAsset[] texts = LoadAsset<TextAsset> ("/CreateScriptDialog/Editor", "cs"); //GetObjectNameToArray<string> ("uSequencer/Example Scenes", "xxx"); //可以实现嵌套遍历 GetObjectNameToArray<string> ("uSequencer", "xxx"); //可以实现嵌套遍历 foreach (string str in nameArray) { Debug.Log(str); } }
<pre class="csharp" name="code">/// <summary>/// 自定义的字符串分割的方法/// </summary>public class StringExtention { public static string[] SplitWithString(string sourceString, string splitString){ string tempSourceString = sourceString; List<string> arrayList = new List<string>(); string s = string.Empty; while (sourceString.IndexOf(splitString) > -1) //分割 { s = sourceString.Substring(0, sourceString.IndexOf(splitString)); sourceString = sourceString.Substring(sourceString.IndexOf(splitString) + splitString.Length); arrayList.Add(s); } arrayList.Add(sourceString); return arrayList.ToArray(); } }
InputStream inStream = context.getAssets().open("assets下的路径(不包含assets)/文件名");
无法读取,Unity没有提供这个功能。你可以建立一个list文件,里面记录所有文件的文件名,然后用Resources.load来读取这个文件来获得所有文件的文件名。我觉得你需要的遍历文件名功能,可能这个函数能用的上Resources.FindObjectsOfTypeAll,列出某种类型的所有Object
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