Unity C# 文件夹的创建,与文件的保存创建和读取
代码
using System;
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEngine;
public class CreateFiles
{
[MenuItem("Tools/CreateFolder")]
public static void CreateFolder()
{
string path = Application.dataPath + "/";
Directory.CreateDirectory(path + "Assets");
Directory.CreateDirectory(path + "Plugins");
Directory.CreateDirectory(path + "Resources");
Directory.CreateDirectory(path + "Scenes");
Directory.CreateDirectory(path + "Scripts");
Directory.CreateDirectory(path + "StreamingAssets");
Directory.CreateDirectory(path + "Editor");
}
public static void Createfile(string path, string name, string info)
{
StreamWriter sw;
FileInfo t = new FileInfo(path + "//" + name);
if (!t.Exists)
{
sw = t.CreateText();
}
else
{
sw = t.AppendText();
}
sw.WriteLine(info);
sw.Close();
sw.Dispose();
}
public static ArrayList LoadFile(string path, string name)
{
StreamReader sr = null;
try
{
sr = File.OpenText(path + "//" + name);
}
catch (Exception ex)
{
Debug.LogError(ex.Message);
return null;
}
string line;
ArrayList arrlist = new ArrayList();
while ((line = sr.ReadLine()) != null)
{
arrlist.Add(line);
}
sr.Close();
sr.Dispose();
return arrlist;
}
}
解释
- 第一个函数是用于动态创建文件夹。代码中的创建的例子文件夹,是Unity中常会用到的(Assets,Resources,Plugins,Editor,StreamigAssets,Scene,Scripts,Sprite等),手动创建太过繁琐,使用这个代码动态创建会更加的方便。
- 第二个函数用于创建保存文件数据到对应路径中的文件上。
- 第三个函数用于读取对应路径中的文件中的数据。