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UNITY3D中的文件存储管理
使用Path对象判断路径的完整性和正确性
using System;using System.IO;class Test { public static void Main() { string path1 = @"c:\temp\MyTest.txt"; string path2 = @"c:\temp\MyTest"; string path3 = @"temp"; if (Path.HasExtension(path1)) { Console.WriteLine("{0} has an extension.", path1); } if (!Path.HasExtension(path2)) { Console.WriteLine("{0} has no extension.", path2); } if (!Path.IsPathRooted(path3)) { Console.WriteLine("The string {0} contains no root information.", path3); } Console.WriteLine("The full path of {0} is {1}.", path3, Path.GetFullPath(path3)); Console.WriteLine("{0} is the location for temporary files.", Path.GetTempPath()); Console.WriteLine("{0} is a file available for use.", Path.GetTempFileName()); /* This code produces output similar to the following: * c:\temp\MyTest.txt has an extension. * c:\temp\MyTest has no extension. * The string temp contains no root information. * The full path of temp is D:\Documents and Settings\cliffc\My Documents\Visual Studio 2005\Projects\ConsoleApplication2\ConsoleApplication2\bin\Debug\temp. * D:\Documents and Settings\cliffc\Local Settings\Temp\8\ is the location for temporary files. * D:\Documents and Settings\cliffc\Local Settings\Temp\8\tmp3D.tmp is a file available for use. */ }}
使用FileInfo创建文件
using System;using System.IO;class Test { public static void Main() { //通过Path对象获取缓存路径 string path = Path.GetTempFileName(); FileInfo fi1 = new FileInfo(path); //创建文件,并且通过返回的"文件流写入对象"写入数据 using (StreamWriter sw = fi1.CreateText()) { sw.WriteLine("Hello"); sw.WriteLine("And"); sw.WriteLine("Welcome"); } //打开文件,并且通过返回的"文件流读取对象"读取数据 using (StreamReader sr = fi1.OpenText()) { string s = ""; while ((s = sr.ReadLine()) != null) { Console.WriteLine(s); } } try { string path2 = Path.GetTempFileName(); FileInfo fi2 = new FileInfo(path2); //删除文件 fi2.Delete(); //将f1文件拷贝到f2文件 fi1.CopyTo(path2); Console.WriteLine("{0} was copied to {1}.", path, path2); //删除文件 fi2.Delete(); Console.WriteLine("{0} was successfully deleted.", path2); } catch (Exception e) { Console.WriteLine("The process failed: {0}", e.ToString()); } }}
UNITY3D中的文件存储管理
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