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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