using UnityEngine; using System.Collections; using System.Runtime.InteropServices; using System; namespace System.IO { [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public class OpenFileName { public int structSize = 0; public IntPtr dlgOwner = IntPtr.Zero; public IntPtr instance = IntPtr.Zero; public String filter = null; public String customFilter = null; public int maxCustFilter = 0; public int filterIndex = 0; public String file = null; public int maxFile = 0; public String fileTitle = null; public int maxFileTitle = 0; public String initialDir = null; public String title = null; public int flags = 0; public short fileOffset = 0; public short fileExtension = 0; public String defExt = null; public IntPtr custData = IntPtr.Zero; public IntPtr hook = IntPtr.Zero; public String templateName = null; public IntPtr reservedPtr = IntPtr.Zero; public int reservedInt = 0; public int flagsEx = 0; } public class LocalDialog { //链接指定系统函数 打开文件对话框 [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)] public static extern bool GetOpenFileName([In, Out] OpenFileName ofn); public static bool GetOFN([In, Out] OpenFileName ofn) { return GetOpenFileName(ofn); } //链接指定系统函数 另存为对话框 [DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)] public static extern bool GetSaveFileName([In, Out] OpenFileName ofn); public static bool GetSFN([In,Out] OpenFileName ofn) { return GetSaveFileName(ofn); } } }