using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
///
///
///
public class AudioContainer : MonoBehaviour
{
///
/// 路径
///
public string mPath = string.Empty;
///
/// 资源引用
///
public List mAudioList = new List();
///
/// 执行
///
[ContextMenu("Execute")]
public void Execute()
{
#if UNITY_EDITOR
mAudioList.Clear();
// 获取指定目录下的所有 *.png 文件
DirectoryInfo di = new DirectoryInfo(mPath);
FileInfo[] afi = di.GetFiles("*.*");
string fileName;
for (int i = 0; i < afi.Length; i++)
{
fileName = afi[i].Name.ToLower();
if (fileName.EndsWith(".wav") || fileName.EndsWith(".mp3"))
{
LogHelper.Log(afi[i].Name);
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(mPath + "/" + afi[i].Name, typeof(AudioClip));
mAudioList.Add((AudioClip)obj);
}
}
#endif
}
}