Unity读取和写入.ini文件

Unity读取.ini配置文件

写一下方法

``` using UnityEngine; using System.Runtime.InteropServices; using System.Text; using System.IO;

public class myAppConfig {

[DllImport("kernel32")]
public static extern long WritePrivateProfileString(string section, string key, string value, string path);
[DllImport("kernel32")]
public static extern int GetPrivateProfileString(string section, string key, string deval, StringBuilder stringBuilder, int size, string path);


public string path;//ini文件的路径

public myAppConfig(string path)
{
    if (IsIniPathExists(Path.Combine(Application.streamingAssetsPath, path)) == true)
    {
        this.path = Path.Combine(Application.streamingAssetsPath, path);
    }
    else
    {
        Debug.LogError("配置文件路径错误");
    }
}

/// <summary>
/// 写入ini文件
/// </summary>
/// <param name="section">参数段名称</param>
/// <param name="key">参数key</param>
/// <param name="value">参数value</param>
public void WriteIniContent(string section, string key, string value)
{
    WritePrivateProfileString(section, key, value, this.path);
}

/// <summary>
/// 读取Ini文件
/// </summary>
/// <param name="section">参数段名称</param>
/// <param name="key">参数的key</param>
/// <returns></returns>
public string ReadIniContent(string section, string key)
{
    StringBuilder temp = new StringBuilder(255);
    GetPrivateProfileString(section, key, "", temp, 255, this.path);
    return temp.ToString();
}

/// <summary>
/// 删除文件,整个section
/// </summary>
/// <param name="section">参数段名称</param>
/// <returns></returns>
public void DeleteIniContentAll(string section)
{
    WritePrivateProfileString(section, null, null, this.path);
}

/// <summary>
/// 删除文件,单独某个参数
/// </summary>
/// <param name="section">参数段名称</param>
/// <param name="key">参数的key</param>
/// <returns></returns>
public void DeleteIniContentOne(string section, string key)
{
    WritePrivateProfileString(section, key, null, this.path);
}


/// <summary>
/// 判断路径是否存在
/// </summary>
/// <param name="paht">路径</param>
/// <returns></returns>
public bool IsIniPathExists(string paht)
{
    return File.Exists(paht);
}

}

```

使用

在创建一个物体然后在物体上挂在这个脚本就行啦

``` using UnityEngine;

public class myIni : MonoBehaviour { myAppConfig ini;

void Start()
{
    //获取ini文件
    ini = new myAppConfig(Application.streamingAssetsPath + @"/AppConfig/SysConfig.ini");

    string speed = ini.ReadIniContent("Speed", "runSpeed");
    string nameStr = ini.ReadIniContent("Name", "enemyName");
    string nameInt = ini.ReadIniContent("Name", "myName");

    Debug.Log(speed);
    Debug.Log(nameStr);
    Debug.Log(nameInt);

    ini.WriteIniContent("Count", "count", "1");//写入
    ini.WriteIniContent("Count", "count", "1");//写入

    ini.DeleteIniContentAll("Time");//删除一组
    ini.DeleteIniContentOne("Speed", "speed");//删除一行

}

}

测试的ini文件,文件名称为:SysConfig,文件夹名称为:AppConfig [Speed] speed=123 runSpeed=1 sleepSpeed=2 [Time] runTime=1 [Name] enemyName=menemyName123 myName="myName123" CubeName="cubeName123" [Count] hunManCount=3 weaponCount=10 ```

运行效果

图片.png

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