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- 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
- /// <summary>
- ///
- /// </summary>
- public class AudioContainer : MonoBehaviour
- {
- /// <summary>
- /// 路径
- /// </summary>
- public string mPath = string.Empty;
- /// <summary>
- /// 资源引用
- /// </summary>
- public List<AudioClip> mAudioList = new List<AudioClip>();
- /// <summary>
- /// 执行
- /// </summary>
- [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
- }
- }
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