unity 打开文件夹 选取图片并加载

本文介绍如何在Unity环境中使用C#代码实现图片文件的选择与读取,并通过WWW类加载图片资源到Texture2D对象,最终显示在UI Image组件上。

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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);

        }
    }
}

 

### 如何在 Unity 中从 StreamingAssets 文件夹读取 MP3 文件 对于非 Android 和 WebGL 平台,可以直接通过 `File` 或者 `Stream` 类来实现同步读取。然而,在 Android 和 WebGL 上这些方法不适用。 #### 对于 Android 和 WebGL 平台 由于 Android 的 `StreamingAssets` 被打包进了 APK/JAR 文件内,无法直接访问。因此推荐两种解决方案: 一种方案是在游戏启动时将所需资源复制到持久化存储路径 (`PersistentDataPath`) 下再进行读取操作[^1]。 另一种更为通用的方式是利用 `UnityWebRequest` 来异步获取 `StreamingAssets` 内的内容。下面给出一段用于加载播放 MP3 文件的例子: ```csharp using UnityEngine; using System.Collections; public class LoadMp3FromStreamingAssets : MonoBehaviour { private IEnumerator Start() { string url = "file://" + Application.streamingAssetsPath + "/your_audio_file.mp3"; using (var www = UnityWebRequestMultimedia.GetAudioClip(url, AudioType.MPEG)) { yield return www.SendWebRequest(); if (www.result != UnityWebRequest.Result.Success) { Debug.LogError("Failed to load audio clip: " + www.error); yield break; } AudioClip audioClip = DownloadHandlerAudioClip.GetContent(www); AudioSource source = GetComponent<AudioSource>(); source.clip = audioClip; source.Play(); } } } ``` 这段代码展示了如何创建一个协程(`IEnumerator`)去发起请求,等待响应完成之后处理返回的数据。这里需要注意的是 URL 构建部分,特别是当目标平台为 Android 时,URL 前缀应设置为 `"file://"` 加上完整的相对路径[^4]。
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