复制代码
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public void Start(){
StartCoroutine(ontest());
}
IEnumerator ontest(){
string persistentDataPath = Application.persistentDataPath +"/01.txt";
Debug.Log(" persistentDataPath : "+persistentDataPath);
if(!File.Exists(persistentDataPath)){
string fileName = Application.streamingAssetsPath + "/01.txt";
Debug.Log(" fileName :"+fileName);
if(File.Exists(fileName)){
WWW www = new WWW(fileName);
yield return www;
if(!string.IsNullOrEmpty(www.error)){
Debug.Log("==============load not error==========");
}else{
Debug.Log("=============load error==========");
yield break;
}
if(www.isDone){
Debug.Log("==============isDone==========");
File.WriteAllBytes(persistentDataPath,www.bytes);
}else{
Debug.Log("==============not isDone==========");
}
}else{
Debug.Log(fileName +" is not exists");
}
}else{
Debug.Log(persistentDataPath+" is exists");
}
}
|
adb logcat -s Unity 打印的结果
android 如上 无法用File.Exits(path) 判断文件是否存在(据说ios可以)
只能用www加载.
- #if UNITY_ANDROID
- IEnumerator Start()
- {
- string fullName = "jar:file://" + Application.dataPath + "!/assets/test.txt";
- WWW www = new WWW(fullName);
- yield return www;
- //加载完成后处理,有点delay
- print(www.text)
- }
- #else
- void Start ()
- {
- //Windows处理
- }
- #endif