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();
}
} unity3d 根据指定的Assets下的文件夹路径 返回这个路径下的所有文件名
原文:http://blog.csdn.net/u010019717/article/details/40426331