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根据自己的项目需求灵活地调整代码逻辑
- using System.Collections;
- using System.Collections.Generic;
- using System.IO;
- using UnityEngine;
- using UnityEngine.Networking;
- using UnityEngine.UI;
-
- /// <summary>
- /// 此类为加载外部图片文件,可动态替换图片---
- /// 第一种方法:首先获取文件夹中所有文件名称,将其添加到Image列表中,根据列表加载文件夹中的图片--
- /// 第二种方法:直接获取文件夹中的文件名称,根据文件名称下载对应的图片--
- /// </summary>
- public class LoadTextureManager : MonoBehaviour
- {
- [Header("图片的父物体")]
- [SerializeField]
- private Transform imageRoot;
-
- private List<string> imgNameList = new List<string>();
-
- void Start()
- {
- #region 第一种方法
- //GetAllImageName("Citys");
- //GetAllImage("Citys");
- #endregion
-
- #region 第二种方法
- GetAllImageName("Citys");
- #endregion
- }
-
- #region 获取文件夹中文件的名称相关函数
- /// <summary>
- /// 获取文件夹中所有的图片名称
- /// </summary>
- /// <param name="floderName">文件夹名称</param>
- private void GetAllImageName(string floderName)
- {
- if (string.IsNullOrEmpty(floderName))
- {
- Debug.LogError($"floderName的值为空{floderName},请输入正确的文件夹名称!!");
- }
- else
- {
- string loadPath;//读取文件的路径
- if (Application.platform == RuntimePlatform.Android)
- {
- loadPath = "/storage/emulated/0/" + floderName;
- //Debug.LogError($"安卓端图片读取::{loadPath},");
- }
- else
- {
- loadPath = Application.streamingAssetsPath + "/" + floderName;
- //Debug.Log($"PC端图片读取::{loadPath},");
- }
- //判断floderName文件夹是否存在
- if (Directory.Exists(loadPath))
- {
- DirectoryInfo direction = new DirectoryInfo(loadPath);
- FileInfo[] fileInfos = direction.GetFiles("*", SearchOption.AllDirectories);
- if (fileInfos.Length.Equals(0))
- Debug.LogError(floderName + "文件夹为空");
- for (int i = 0; i < fileInfos.Length; i++)
- {
- if (fileInfos[i].Name.EndsWith(".png"))
- {
- string imgName = fileInfos[i].Name;
- AddImageName(imgName);
- #region 第二种方法
- DownloadTexture(floderName, imgName);
- #endregion
- }
- else if (fileInfos[i].Name.EndsWith(".jpg"))
- {
- string imgName = fileInfos[i].Name;
- AddImageName(imgName);
- #region 第二种方法
- DownloadTexture(floderName, imgName);
- #endregion
- }
- }
- }
- }
- }
-
- /// <summary>
- /// 将文件夹中文件的名称添加到列表中
- /// </summary>
- /// <param name="_name"></param>
- private void AddImageName(string _name)
- {
- if (!imgNameList.Contains(_name))
- {
- imgNameList.Add(_name);
- }
- else
- {
- Debug.LogError("重名图片,请检查:" + _name);
- }
- }
- #endregion
-
- #region 下载图片相关函数
- /// <summary>
- /// 获取文件夹中所有图片
- /// </summary>
- /// <param name="floderName"></param>
- public void GetAllImage(string floderName)
- {
- if (string.IsNullOrEmpty(floderName))
- {
- Debug.LogError($"floderName的值为空{floderName},请输入正确的文件夹名称!!");
- }
- else
- {
- for (int i = 0; i < imgNameList.Count; i++)
- {
- DownloadTexture(floderName, imgNameList[i]);
- }
- }
- }
-
- /// <summary>
- /// 开始协同程序下载图片
- /// </summary>
- /// <param name="floderName"></param>
- /// <param name="imgName"></param>
- private void DownloadTexture(string floderName, string imgName)
- {
- StartCoroutine(IEDownloadTexture(floderName, imgName));
- }
-
- /// <summary>
- /// UnityWebRequest下载图片--
- /// </summary>
- /// <param name="floderName">文件夹名称</param>
- /// <param name="imgName"></param>
- /// <returns></returns>
- private IEnumerator IEDownloadTexture(string floderName, string imgName)
- {
- string path = /*"file:///" +*/ Application.streamingAssetsPath + "/" + floderName + "/" + imgName;
- using (UnityWebRequest wr = UnityWebRequestTexture.GetTexture(path))
- {
- yield return wr.SendWebRequest();
- if (!wr.isNetworkError || !wr.isHttpError)
- {
- Texture2D texture = DownloadHandlerTexture.GetContent(wr);
- Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 1f);
- CreateImage(sprite, imgName);
- }
- else
- {
- Debug.LogError(wr.error);
- }
- }
- }
-
- /// <summary>
- /// 创建新的Image
- /// </summary>
- /// <param name="sprite"></param>
- private void CreateImage(Sprite sprite, string _Name)
- {
- GameObject gameObject = new GameObject(); //新建一个物体
- string[] strArray = _Name.Split('.');
- string imgName = strArray[0];
- gameObject.name = imgName;
- gameObject.AddComponent<Image>().sprite = sprite;//将下载的图片添加到物体Iamge中
-
- if (imageRoot != null)
- gameObject.transform.SetParent(imageRoot);//设置新建物体的父类
- }
- #endregion
- }
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