unity 调用win32打开文件管理器 选中图片 获取立方体的材质信息 将图片赋给立方体的材质纹理
时间: 2024-02-01 14:13:08 浏览: 33
在Unity中调用Win32 API打开文件管理器,可以使用以下代码:
```csharp
using System.Runtime.InteropServices;
public class FileDialog
{
[DllImport("User32.dll", SetLastError = true, CharSet = CharSet.Auto)]
private static extern bool SetForegroundWindow(IntPtr hWnd);
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr SetParent(IntPtr hWndChild, IntPtr hWndNewParent);
[DllImport("Comdlg32.dll", SetLastError = true, CharSet = CharSet.Auto)]
static extern bool GetOpenFileName([In, Out] FileDialogArgs args);
public static string OpenFile()
{
FileDialogArgs args = new FileDialogArgs();
args.structSize = Marshal.SizeOf(args);
args.filter = "Image Files (*.jpg, *.jpeg, *.png)|*.jpg;*.jpeg;*.png|All files (*.*)|*.*";
args.file = new string(new char[256]);
args.maxFile = args.file.Length;
args.fileTitle = new string(new char[64]);
args.maxFileTitle = args.fileTitle.Length;
args.initialDir = UnityEngine.Application.dataPath; // 打开对话框时显示的初始目录
args.title = "Select Image"; // 对话框标题
IntPtr parentWnd = FindWindow(null, "Unity"); // Unity的窗口标题为"Unity"
SetForegroundWindow(parentWnd); // 将Unity窗口置于前台
args.hwndOwner = parentWnd;
SetParent(parentWnd, IntPtr.Zero); // 将Unity窗口的父窗口设置为桌面窗口,避免对话框在Unity窗口后面
if (GetOpenFileName(args))
{
return args.file;
}
return null;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
private class FileDialogArgs
{
public int structSize;
public IntPtr hwndOwner;
public IntPtr hInstance;
public string filter;
public string customFilter;
public int maxCustomFilter;
public int filterIndex;
public string file;
public int maxFile;
public string fileTitle;
public int maxFileTitle;
public string initialDir;
public string title;
public int flags;
public short fileOffset;
public short fileExtension;
public IntPtr defExt;
public IntPtr custData;
public IntPtr hook;
public string templateName;
public IntPtr reservedPtr;
public int reservedInt;
public int flagsEx;
}
}
```
然后在需要打开文件管理器的地方调用 `FileDialog.OpenFile()` 方法即可。
接下来获取立方体的材质信息,可以使用以下代码:
```csharp
Renderer renderer = gameObject.GetComponent<Renderer>();
Material material = renderer.sharedMaterial;
```
最后将图片赋给立方体的材质纹理,可以使用以下代码:
```csharp
string imagePath = FileDialog.OpenFile();
if (imagePath != null)
{
Texture2D texture = new Texture2D(2, 2);
byte[] imageData = File.ReadAllBytes(imagePath);
texture.LoadImage(imageData);
material.mainTexture = texture;
}
```
其中 `FileDialog.OpenFile()` 方法用于打开文件管理器选中图片,然后将图片加载到 `Texture2D` 对象中,并将其赋给材质的 `mainTexture` 属性。
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