unity window保存文件和读取的方法

直接上代码`在这里插入代码片using UnityEngine;
using System.Runtime.InteropServices;
using System;

/// 
/// 文件控制脚本
/// 
public class ChinarFileController : MonoBehaviour
{
private void Update()
{
    if (Input.GetKeyDown(KeyCode.W))
    {
        Debug.Log("打开项目");
        OpenProject();
    }
    if (Input.GetKeyDown(KeyCode.S))
    {
        Debug.Log("保存项目文件");
        SaveProject();
    }
}
/// 
/// 打开项目
/// 
public void OpenProject()
{
    OpenFileDlg pth = new OpenFileDlg();
    pth.structSize = Marshal.SizeOf(pth);
    pth.filter = "All files (*.*)|*.*";
    pth.file = new string(new char[256]);
    pth.maxFile = pth.file.Length;
    pth.fileTitle = new string(new char[64]);
    pth.maxFileTitle = pth.fileTitle.Length;
    pth.initialDir = Application.dataPath.Replace("/", "\\") + "\\Resources"; //默认路径
    pth.title = "打开项目";
    pth.defExt = "dat";
    pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
    if (OpenFileDialog.GetOpenFileName(pth))
    {
        string filepath = pth.file; //选择的文件路径;  
        Debug.Log(filepath);
    }
}
/// 
/// 保存文件项目
/// 
public void SaveProject()
{
    SaveFileDlg pth = new SaveFileDlg();
    pth.structSize = Marshal.SizeOf(pth);
    pth.filter = "All files (*.*)|*.*";
    pth.file = new string(new char[256]);
    pth.maxFile = pth.file.Length;
    pth.fileTitle = new string(new char[64]);
    pth.maxFileTitle = pth.fileTitle.Length;
    pth.initialDir = Application.dataPath; //默认路径
    pth.title = "保存项目";
    pth.defExt = "dat";
    pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
    if (SaveFileDialog.GetSaveFileName(pth))
    {
        string filepath = pth.file; //选择的文件路径;  
        Debug.Log(pth.initialDir);
        Debug.Log(filepath);
    }
}}

这是挂在物体上的脚本

using System.Runtime.InteropServices;
using System;


/// 
/// 文件日志类
/// 
// [特性(布局种类.有序,字符集=字符集.自动)]
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class ChinarFileDlog
{
    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;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class OpenFileDlg : ChinarFileDlog
{
}

public class OpenFileDialog
{
    [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
    public static extern bool GetOpenFileName([In, Out] OpenFileDlg ofd);
}

public class SaveFileDialog
{
    [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
    public static extern bool GetSaveFileName([In, Out] SaveFileDlg ofd);
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class SaveFileDlg : ChinarFileDlog
{
}

这是方便写入路径的类
代码直接放进unity力就可以用

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