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unity3d 本地数据存储
using UnityEngine;using System.Collections;
//路径工具类public class PathKit{ /** 后缀常量字符 */ public const string SUFFIX = ".txt"; const string PREFIX="file://"; const string FORMAT=".unity3d"; public static string RESROOT=Application.persistentDataPath+"/"; public static string GetStreamingAssetsPath (string p_filename) { string _strPath = ""; if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer ) _strPath = "file://" + Application.streamingAssetsPath + "/" + p_filename + ".unity3d"; else if (Application.platform == RuntimePlatform.Android ) _strPath = Application.streamingAssetsPath + "/" + p_filename + ".unity3d"; else if ( Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.IPhonePlayer) _strPath = "file://"+ Application.streamingAssetsPath + "/" + p_filename + ".unity3d"; return _strPath; } public static string GetOSDataPath (string p_filename) { string path; path = ""; if (Application.platform == RuntimePlatform.OSXEditor) path = Application.persistentDataPath + p_filename; if (Application.platform == RuntimePlatform.IPhonePlayer) path = RESROOT + p_filename; if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor) path = Application.dataPath +"/cache/"+ p_filename; if (Application.platform == RuntimePlatform.Android) path =RESROOT + p_filename; // Debug.LogWarning("===========path:"+path); return path; } public static string GetURLPath (string p_filename,bool needPreFix,bool needFormat) { string path; path = ""; if (Application.platform == RuntimePlatform.OSXEditor) path = Application.persistentDataPath+"/" + p_filename; if (Application.platform == RuntimePlatform.IPhonePlayer) path = RESROOT + p_filename; if (Application.platform == RuntimePlatform.WindowsEditor) path = Application.dataPath +"/cache/"+ p_filename; if (Application.platform == RuntimePlatform.WindowsPlayer) path = Application.dataPath +"/cache/"+ p_filename; if (Application.platform == RuntimePlatform.Android) path = RESROOT + p_filename; if(needPreFix) path=PREFIX+path; if(needFormat) path=path+FORMAT; //Debug.LogWarning("===========path:"+path); return path; } public static string getFileName(string path) { string[] _list= path.Split(new char[]{‘/‘}); if(_list.Length>0) return _list[_list.Length-1]; else return ""; } public static string getFileDir(string path) { path = path.Replace("\\","/"); path = path.Substring(0,path.LastIndexOf("/")); return path; } public static void CreateDirIfNotExists(string path) { string dir = getFileDir(path); if(!System.IO.Directory.Exists(dir)) { System.IO.Directory.CreateDirectory(dir); } } }
private void SaveFriendToLocal() { string cacheStr = "";//内容string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR, UserId); FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Write); StreamWriter sw = new StreamWriter(fs); sw.Flush(); sw.BaseStream.Seek(0, SeekOrigin.Begin); sw.Write(cacheStr); sw.Close(); }
private void LoadFriendFromLocal() { try { string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR,UserId); if (!File.Exists(path)) return; FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Read); byte[] bytes = new byte[fs.Length]; fs.Read(bytes, 0, (int)fs.Length); fs.Close(); mCacheFriend = new List<string> ();string[] arr = Encoding.UTF8.GetString (bytes).Split (‘\n‘); for (int i = 0; i < arr.Length; i++) { string[] item = arr[i].Split (‘\t‘); mCacheFriend.Add (item[0]); } } catch (System.Exception e) { Debug.Log(e.Message); } }
unity3d 本地数据存储
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