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 } }