swift Plist文件的读写

import UIKit


// MARK: == GameData.plist Keys ==

let BedroomFloorKey = "BedroomFloor"

let BedroomWallKey = "BedroomWall"

// MARK: -


class ViewController: UIViewController {

  

  // MARK: == Variables ==

  var bedroomFloorID: AnyObject = 103

  var bedroomWallID: AnyObject = 103


  override func viewDidLoad() {

   super.viewDidLoad()

    // Do any additional setup after loading the view, typically from a nib.

    loadGameData()

  }


  @IBAction func saveButtonTapped(sender: AnyObject) {

    //change bedroomFloorID variable value

    bedroomFloorID = 999

    //save the plist with the changes

    saveGameData()

  }

  

  override func didReceiveMemoryWarning() {

    super.didReceiveMemoryWarning()

    // Dispose of any resources that can be recreated.

  }


  func loadGameData() {

    

    // getting path to GameData.plist

    let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true) as NSArray

    let documentsDirectory = paths[0] as! NSString

    let path = documentsDirectory.stringByAppendingPathComponent("GameData.plist")

        


    

    let fileManager = NSFileManager.defaultManager()

    

    //check if file exists

    if(!fileManager.fileExistsAtPath(path)) {

      // If it doesn't, copy it from the default file in the Bundle

      if let bundlePath = NSBundle.mainBundle().pathForResource("GameData", ofType: "plist") {

        

        let resultDictionary = NSMutableDictionary(contentsOfFile: bundlePath)

        print("Bundle GameData.plist file is --> \(resultDictionary?.description)")

        try! fileManager.copyItemAtPath(bundlePath, toPath: path)

        print("copy")

      } else {

        print("GameData.plist not found. Please, make sure it is part of the bundle.")

      }

    } else {

      print("GameData.plist already exits at path.")

      // use this to delete file from documents directory

      //fileManager.removeItemAtPath(path, error: nil)

    }

    

    let resultDictionary = NSMutableDictionary(contentsOfFile: path)

    print("Loaded GameData.plist file is --> \(resultDictionary?.description)")

    

    let myDict = NSDictionary(contentsOfFile: path)

    

    if let dict = myDict {

      //loading values

      bedroomFloorID = dict.objectForKey(BedroomFloorKey)!

      bedroomWallID = dict.objectForKey(BedroomWallKey)!

      //...

    } else {

      print("WARNING: Couldn't create dictionary from GameData.plist! Default values will be used!")

    }

  }

  

  func saveGameData() {

    

    let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true) as NSArray

    let documentsDirectory = paths.objectAtIndex(0) as! NSString

    let path = documentsDirectory.stringByAppendingPathComponent("GameData.plist")

    

    let dict: NSMutableDictionary = ["XInitializerItem": "DoNotEverChangeMe"]

    //saving values

    dict.setObject(bedroomFloorID, forKey: BedroomFloorKey)

    dict.setObject(bedroomWallID, forKey: BedroomWallKey)

    //...

    

    //writing to GameData.plist

    dict.writeToFile(path, atomically: false)

    

    let resultDictionary = NSMutableDictionary(contentsOfFile: path)

    print("Saved GameData.plist file is --> \(resultDictionary?.description)")

    

  }


}


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