unity3d从streamingassets拷贝到persistentassets

一、图


二、代码码 (注释很详细)

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;

public class main : MonoBehaviour
{
    public string fileName = "img.png";

    public Image img_persistent;
    public Image img_streaming;

    public Button btn_copy;
    public Button btn_clear;

    public Button btn_close;

    //public Text txt_info;

    // Use this for initialization
    void Start()
    {
        img_persistent.sprite = null;
        img_streaming.sprite = null;
        LoadImage_from_Streaming(fileName, img_streaming);

        btn_copy.onClick.AddListener(() =>
        {
            Debug.Log("click btn copy!");
            if (img_persistent.sprite == null)
            {
                StartCoroutine(copy(fileName));
            }
        });

        btn_clear.onClick.AddListener(() =>
        {
            clear();
        });

        btn_close.onClick.AddListener(() =>
        {
            Application.Quit();
        });
    }

    /// <summary>
    /// 将streaming path 下的文件copy到对应用
    /// 为什么不直接用io函数拷贝,原因在于streaming目录不支持,
    /// 不管理是用getStreamingPath_for_www,还是Application.streamingAssetsPath,
    /// io方法都会说文件不存在
    /// </summary>
    /// <param name="fileName"></param>
    IEnumerator copy(string fileName)
    {
        string src = getStreamingPath_for_www() + fileName;
        string des = Application.persistentDataPath + "/" + fileName;
        Debug.Log("des:" + des);
        Debug.Log("src:" + src);
        WWW www = new WWW(src);
        yield return www;
        if (!string.IsNullOrEmpty(www.error))
        {
            Debug.Log("www.error:" + www.error);
        }
        else
        {
            //des = Application.persistentDataPath + "/" + fileName;
            if (File.Exists(des))
            {
                File.Delete(des);
            }
            FileStream fsDes = File.Create(des);
            fsDes.Write(www.bytes, 0, www.bytes.Length);
            fsDes.Flush();
            fsDes.Close();

            LoadImage_from_Persistent(fileName, img_persistent);
        }
        www.Dispose();
    }

    void clear()
    {
        img_persistent.sprite = null;
        string des = Application.persistentDataPath + "/" + fileName;
        if (File.Exists(des))
        {
            File.Delete(des);
        }
    }

    /// <summary>
    /// Load Image from Persistent folder
    /// </summary>
    /// <param name="path"></param>
    /// <param name="uiImg"></param>
    void LoadImage_from_Persistent(string path, UnityEngine.UI.Image uiImg)
    {
        path = getPersistentPath_for_www() + path;
        Debug.Log("persistent path:" + path);
        StartCoroutine(wwwLoadImage(path, uiImg));
    }

    /// <summary>
    /// Load Image from Streaming folder
    /// </summary>
    /// <param name="path"></param>
    /// <param name="uiImg"></param>
    void LoadImage_from_Streaming(string path, UnityEngine.UI.Image uiImg)
    {
        path = getStreamingPath_for_www() + path;
        Debug.Log("streaming path:" + path);
        StartCoroutine(wwwLoadImage(path, uiImg));
    }

    IEnumerator wwwLoadImage(string path, UnityEngine.UI.Image uiImg)
    {
        WWW www = new WWW(path);
        yield return www;
        if (!string.IsNullOrEmpty(www.error))
        {
            Debug.Log("www.error:" + www.error);
        }
        uiImg.sprite = Sprite.Create(www.texture, new Rect(new Vector2(0, 0), new Vector2(www.texture.width, www.texture.height)), Vector2.zero);
        www.Dispose();
    }

    //void LogToText(string log)
    //{
    //    Debug.Log(log);
    //    txt_info.text += "\n" + log;
    //}

    string getStreamingPath_for_www()
    {
        string pre = "file://";
#if UNITY_EDITOR
        pre = "file://";
#elif UNITY_ANDROID
        pre = "";
#elif UNITY_IPHONE
	    pre = "file://";
#endif
        string path = pre + Application.streamingAssetsPath + "/";
        return path;
    }

    string getPersistentPath_for_www()
    {
        string pre = "file://";
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
        pre = "file:///";
#elif UNITY_ANDROID
        pre = "file://";
#elif UNITY_IPHONE
        pre = "file://";
#endif
        string path = pre + Application.persistentDataPath + "/";
        return path;
    }
}

三、demo下载

http://download.csdn.net/detail/anyuanlzh/9111411


  • 3
    点赞
  • 8
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

阿海-程序员

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值