Version: 2023.1
言語: 日本語
public static Object[] LoadAll (string path);
public static Object[] LoadAll (string path, Type systemTypeInstance);

パラメーター

path ターゲットとなるフォルダーのパス名。空文字を指定した場合は、Resources フォルダーにあるすべてのアセットを読み込みます。
systemTypeInstance Type 取得するアセットの型

説明

Resources フォルダー内にあるフォルダー・ファイルのパスを設定し、すべてを読み込みます。

If path refers to a folder, all assets in the folder will be returned. If path refers to a file, only that asset will be returned. The path is relative to any Resources folder inside the Assets folder of your project.

Note: All asset names and paths in Unity use forward slashes. Paths using backslashes will not work.

// Loads all assets in the "Resources/Textures" folder
// Then picks a random one from the list.
// Note: Random.Range in this case returns [low,high]
// range, i.e. the high value is not included in the range.
using UnityEngine;

public class ExampleClass : MonoBehaviour { private Object[] textures; private GameObject go;

void Start() { textures = Resources.LoadAll("Textures", typeof(Texture2D));

foreach (var t in textures) { Debug.Log(t.name); }

go = GameObject.CreatePrimitive(PrimitiveType.Cube); }

void OnGUI() { if (GUI.Button(new Rect(10, 70, 150, 30), "Change texture")) { // change texture on cube Texture2D texture = (Texture2D)textures[Random.Range(0, textures.Length)]; go.GetComponent<Renderer>().material.mainTexture = texture; } } }

public static T[] LoadAll (string path);

パラメーター

path ターゲットとなるフォルダーのパス名。空文字を指定した場合は、Resources フォルダーにあるすべてのアセットを読み込みます。

説明

Resources フォルダー内にあるフォルダー・ファイルのパスを設定し、すべてを読み込みます。

If path refers to a folder, all assets in the folder will be returned. If path refers to a file, only that asset will be returned. Only objects of type T will be returned. The path is relative to any Resources folder inside the Assets folder of your project.

The script example below shows how LoadAll can be used with Linq.

// Loads all assets in the "Resources/Textures" folder
// using Linq.
using UnityEngine;
using System.Linq;

public class ExampleClass : MonoBehaviour { void Start() { var textures = Resources.LoadAll("Textures", typeof(Texture2D)).Cast<Texture2D>().ToArray(); foreach (var t in textures) Debug.Log(t.name); } }

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