unity3d 依据指定的Assets下的目录路径 返回这个路径下的全部文件名称

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;


	/// <summary>
	/// 依据指定的 Assets下的文件路径 返回这个路径下的全部文件名称//
	/// </summary>
	/// <returns>文件名称数组</returns>
	/// <param name="path">Assets下“一"级路径</param>
	/// <param name="pattern">筛选文件后缀名的条件.</param>
	/// <typeparam name="T">函数模板的类型名t</typeparam>
	void GetObjectNameToArray<T>(string path, string pattern)
	{   
		string objPath = Application.dataPath + "/" + path;  
		string[] directoryEntries;  
		try   
		{  
			//返回指定的文件夹中文件和子文件夹的名称的数组或空数组
			directoryEntries = System.IO.Directory.GetFileSystemEntries(objPath);   

			for(int i = 0; i < directoryEntries.Length ; i ++){  
				string p = directoryEntries[i];  
				//得到要求文件夹下的文件或者文件夹(一级的)//
				string[] tempPaths = StringExtention.SplitWithString(p,"/Assets/"+path+"\"); 
			
				//tempPaths 切割后的不可能为空,仅仅要directoryEntries不为空//
				if(tempPaths[1].EndsWith(".meta"))
					continue;
				string[] pathSplit = StringExtention.SplitWithString(tempPaths[1],".");  
				//文件
				if(pathSplit.Length > 1)
				{  
					nameArray.Add(pathSplit[0]); 
				}
				//遍历子文件夹下 递归吧!

else { GetObjectNameToArray<T> (path+"/"+pathSplit[0], "pattern"); continue; } } } catch (System.IO.DirectoryNotFoundException) { Debug.Log("The path encapsulated in the " + objPath + "Directory object does not exist."); } }


	void Start () {
		//TextAsset[] texts = LoadAsset<TextAsset> ("/CreateScriptDialog/Editor", "cs");
		//GetObjectNameToArray<string> ("uSequencer/Example Scenes", "xxx");   //能够实现嵌套遍历
		GetObjectNameToArray<string> ("uSequencer", "xxx");   //能够实现嵌套遍历
		foreach (string str in nameArray) {
			Debug.Log(str);
		}
	}