此功能都在类EditorUtility中(using UnityEditor;)
包括
OpenFilePanel
打开文件窗口
Displays the "open file" dialog and returns the selected path name.
展示“打开文件”对话框并返回所选择的路径名称
OpenFilePanelWithFilters
打开文件窗口(带过滤类型)
Displays the "open file" dialog and returns the selected path name.
展示“打开文件”对话框并返回所选择的路径名称
OpenFolderPanel
打开文件夹窗口
Displays the "open folder" dialog and returns the selected path name.
展示“打开文件夹”对话框并返回所选择的路径名称
SaveFilePanel
保存文件窗口
Displays the "save file" dialog and returns the selected path name.
展示“保存文件”对话框并返回所选择的路径名称
SaveFilePanelInProject
保存文件窗口(项目中文件)
Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.
展示项目的Assets文件夹中的“保存文件”对话框并返回所选择的路径名称
SaveFolderPanel
保存文件夹窗口
Displays the "save folder" dialog and returns the selected path name.
展示“保存文件夹”对话框并返回所选择的路径名称
下面的代码,将屏幕截图并保存到本地
using System.Collections; using System.IO; using UnityEditor; using UnityEngine; public class SaveScreen : MonoBehaviour { private string time; // Use this for initialization private void Start() { StartCoroutine(Save()); } // Update is called once per frame private void Update() { } private IEnumerator Save() { yield return new WaitForEndOfFrame(); int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false); tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); byte[] bytes = tex.EncodeToPNG(); Destroy(tex); var path = EditorUtility.SaveFolderPanel("请选择本地文件夹保存", "", ""); if (path.Length != 0) { if (bytes != null) { File.WriteAllBytes(path + "/" + time + ".png", bytes); } } } }
最后,附上效果图
关于Unity进行更多的windows交互,请参阅官方网站
https://docs.unity3d.com/ScriptReference/EditorUtility.html
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