Unity教程之-Unity3d中调用System.Windows.Forms

 

本篇unity3d教程我们来看下,在Unity3d中通过调用System.Windows.Forms ,来实现读取、写入自定义路径文件,首先在Unity新建Plugins文件夹添加System.Windows.Forms.dll,看下效果图

然后代码中添加引用


using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Windows.Forms;
using System.IO;

public class FileMenu : MonoBehaviour
{
#region Public
public UIButton BtnNew;
public UIButton BtnOpen;
public UIButton BtnSave;
public UIButton BtnSaveAs;
public UIButton BtnClose;
#endregion

#region private

SaveFileDialog saveLog;
StreamReader sr;
StreamWriter sw;
string strSendTxt;
UIPaneAuto uiPanelAuto;//一个显示文本和输入文本的文本框所在的类
#endregion

void Awake()
{
uiPanelAuto = transform.GetComponent<UIPaneAuto>();
BtnNew = GameObject.Find("UI Root/Camera/PanelTop/LstBtn/BtnNew").GetComponent<UIButton>();
BtnOpen = GameObject.Find("UI Root/Camera/PanelTop/LstBtn/BtnOpen").GetComponent<UIButton>();
BtnSave = GameObject.Find("UI Root/Camera/PanelTop/LstBtn/BtnSave").GetComponent<UIButton>();
BtnSaveAs = GameObject.Find("UI Root/Camera/PanelTop/LstBtn/BtnSaveAs").GetComponent<UIButton>();
BtnClose = GameObject.Find("UI Root/Camera/PanelTop/LstBtn/BtnClose").GetComponent<UIButton>();
EventDelegate.Add(BtnNew.onClick, fnNew);
EventDelegate.Add(BtnOpen.onClick, fnOpen);
EventDelegate.Add(BtnSave.onClick, fnSave);
EventDelegate.Add(BtnSaveAs.onClick, fnSave);
EventDelegate.Add(BtnClose.onClick, fnClose);
}

void fnNew()
{
Debug.Log("New");
uiPanelAuto.fnSetInputTxt("");
}

void fnOpen()
{
Debug.Log("Open");
try
{
OpenFileDialog opLog = new OpenFileDialog();
opLog.InitialDirectory = UnityEngine.Application.dataPath;
opLog.Filter = "txt files (*.txt)|*.txt|All files (*.*)|*.*";
DialogResult result = opLog.ShowDialog();
if (result == DialogResult.OK)
{
string path = opLog.FileName;
Debug.Log(path);
sr = File.OpenText(path);
string line;
BetterList<string> lst = new BetterList<string>();
strSendTxt = "";
while ((line = sr.ReadLine()) != null)
{
lst.Add(line);
}
foreach (string s in lst)
{
strSendTxt += s+"\n";
}
uiPanelAuto.fnSetInputTxt(strSendTxt);
sr.Close();
sr.Dispose();
}
}
catch(Exception e)
{
Debug.Log("打开错误:"+e.Message);
return;
}
}

void fnSave()
{
Debug.Log("Save");
SaveFileDialog saveLog = new SaveFileDialog();
saveLog.InitialDirectory = UnityEngine.Application.dataPath;
saveLog.Filter = "txt files (*.txt)|*.txt|All files (*.*)|*.*";
DialogResult result = saveLog.ShowDialog();
if (result == DialogResult.OK)
{
Debug.Log(saveLog.FileName);
FileInfo f = new FileInfo(saveLog.FileName);
if (f.Exists)
{
f.Delete();//如果存在同名文本,就删除它重新建一个
f = new FileInfo(saveLog.FileName);
sw = f.AppendText();

//将LstIptChect中的数据添加到Txt中
foreach (string s in uiPanelAuto.lstIptCheck)
{
Debug.Log(s);
sw.WriteLine(s);
}
sw.Close();
sw.Dispose();
}
else
{
sw = f.AppendText();
foreach (string s in uiPanelAuto.lstIptCheck)
{
Debug.Log(s);
if(s!="")
sw.WriteLine(s);
}
sw.Close();
sw.Dispose();
}
}
}
}

void fnClose()
{
Application.Quit();
}
}

好了,本篇unity3d教程到此结束,下篇我们再会!