UnityEditor下文件IO操作方法汇总

25 篇文章 1 订阅
14 篇文章 0 订阅

原文:http://www.2cto.com/kf/201601/487911.html

<code class="hljs cs">using UnityEngine;

#if UNITY_EDITOR
using UnityEditor;
using System;
using System.IO;
using System.Threading;

public static class FileStaticAPI
{
    /// 检测文件是否存在Application.dataPath目录
    public static bool IsFileExists (string fileName)
    {
        if (fileName.Equals (string.Empty)) {
            return false;
        }

        return File.Exists (GetFullPath (fileName));
    }

    /// 在Application.dataPath目录下创建文件
    public static void CreateFile (string fileName)
    {
        if (!IsFileExists (fileName)) {
            CreateFolder (fileName.Substring (0, fileName.LastIndexOf ('/')));

#if UNITY_4 || UNITY_5
            FileStream stream = File.Create (GetFullPath (fileName));
            stream.Close ();
#else
            File.Create (GetFullPath (fileName));
#endif
        }

    }

    /// 写入数据到对应文件
    public static void Write (string fileName, string contents)
    {
        CreateFolder (fileName.Substring (0, fileName.LastIndexOf ('/')));

        TextWriter tw = new StreamWriter (GetFullPath (fileName), false);
        tw.Write (contents);
        tw.Close (); 

        AssetDatabase.Refresh ();
    }

    /// 从对应文件读取数据
    public static string Read (string fileName)
    {
#if !UNITY_WEBPLAYER
        if (IsFileExists (fileName)) {
            return File.ReadAllText (GetFullPath (fileName));
        } else {
            return "";
        }
#endif

#if UNITY_WEBPLAYER
        Debug.LogWarning("FileStaticAPI::CopyFolder is innored under wep player platfrom");
#endif
    }

    /// 复制文件
    public static void CopyFile (string srcFileName, string destFileName)
    {
        if (IsFileExists (srcFileName) && !srcFileName.Equals (destFileName)) {
            int index = destFileName.LastIndexOf ("/");
            string filePath = string.Empty;

            if (index != -1) {
                filePath = destFileName.Substring (0, index);
            }

            if (!Directory.Exists (GetFullPath (filePath))) {
                Directory.CreateDirectory (GetFullPath (filePath));
            }

            File.Copy (GetFullPath (srcFileName), GetFullPath (destFileName), true);

            AssetDatabase.Refresh ();
        }
    }

    /// 删除文件
    public static void DeleteFile (string fileName)
    {
        if (IsFileExists (fileName)) {
            File.Delete (GetFullPath (fileName));

            AssetDatabase.Refresh ();
        }
    }

    /// 检测是否存在文件夹
    public static bool IsFolderExists (string folderPath)
    {
        if (folderPath.Equals (string.Empty)) {
            return false;
        }

        return Directory.Exists (GetFullPath (folderPath));
    }

    /// 创建文件夹
    public static void CreateFolder (string folderPath)
    {
        if (!IsFolderExists (folderPath)) {
            Directory.CreateDirectory (GetFullPath (folderPath));

            AssetDatabase.Refresh ();
        }
    }

    /// 复制文件夹
    public static void CopyFolder (string srcFolderPath, string destFolderPath)
    {

#if !UNITY_WEBPLAYER
        if (!IsFolderExists (srcFolderPath)) {
            return;
        }

        CreateFolder (destFolderPath);


        srcFolderPath = GetFullPath (srcFolderPath);
        destFolderPath = GetFullPath (destFolderPath);

        // 创建所有的对应目录
        foreach (string dirPath in Directory.GetDirectories(srcFolderPath, "*", SearchOption.AllDirectories)) {
            Directory.CreateDirectory (dirPath.Replace (srcFolderPath, destFolderPath));
        }

        // 复制原文件夹下所有内容到目标文件夹,直接覆盖
        foreach (string newPath in Directory.GetFiles(srcFolderPath, "*.*", SearchOption.AllDirectories)) {

            File.Copy (newPath, newPath.Replace (srcFolderPath, destFolderPath), true);
        }

        AssetDatabase.Refresh ();
#endif

#if UNITY_WEBPLAYER
        Debug.LogWarning("FileStaticAPI::CopyFolder is innored under wep player platfrom");
#endif
    }

    /// 删除文件夹
    public static void DeleteFolder (string folderPath)
    {
        #if !UNITY_WEBPLAYER
        if (IsFolderExists (folderPath)) {

            Directory.Delete (GetFullPath (folderPath), true);

            AssetDatabase.Refresh ();
        }
        #endif

        #if UNITY_WEBPLAYER
        Debug.LogWarning("FileStaticAPI::DeleteFolder is innored under wep player platfrom");
        #endif
    }

    /// 返回Application.dataPath下完整目录
    private static string GetFullPath (string srcName)
    {
        if (srcName.Equals (string.Empty)) {
            return Application.dataPath;
        }

        if (srcName [0].Equals ('/')) {
            srcName.Remove (0, 1);
        }

        return Application.dataPath + "/" + srcName;
    }

    /// 在Assets下创建目录
    public static void CreateAssetFolder (string assetFolderPath)
    {
        if (!IsFolderExists (assetFolderPath)) {
            int index = assetFolderPath.IndexOf ("/");
            int offset = 0;
            string parentFolder = "Assets";
            while (index != -1) {
                if (!Directory.Exists (GetFullPath (assetFolderPath.Substring (0, index)))) {
                    string guid = AssetDatabase.CreateFolder (parentFolder, assetFolderPath.Substring (offset, index - offset));
                    // 将GUID(全局唯一标识符)转换为对应的资源路径。
                    AssetDatabase.GUIDToAssetPath (guid);
                }
                offset = index + 1;
                parentFolder = "Assets/" + assetFolderPath.Substring (0, offset - 1);
                index = assetFolderPath.IndexOf ("/", index + 1);
            }

            AssetDatabase.Refresh ();
        }
    }

    /// 复制Assets下内容
    public static void CopyAsset (string srcAssetName, string destAssetName)
    {
        if (IsFileExists (srcAssetName) && !srcAssetName.Equals (destAssetName)) {
            int index = destAssetName.LastIndexOf ("/");
            string filePath = string.Empty;

            if (index != -1) {
                filePath = destAssetName.Substring (0, index + 1);
                //Create asset folder if needed
                CreateAssetFolder (filePath);
            }


            AssetDatabase.CopyAsset (GetFullAssetPath (srcAssetName), GetFullAssetPath (destAssetName));
            AssetDatabase.Refresh ();
        }
    }

    /// 删除Assets下内容
    public static void DeleteAsset (string assetName)
    {
        if (IsFileExists (assetName)) {
            AssetDatabase.DeleteAsset (GetFullAssetPath (assetName));           
            AssetDatabase.Refresh ();
        }
    }

    /// 获取Assets下完整路径
    private static string GetFullAssetPath (string assetName)
    {
        if (assetName.Equals (string.Empty)) {
            return "Assets/";
        }

        if (assetName [0].Equals ('/')) {
            assetName.Remove (0, 1);
        }

        return "Assets/" + assetName;
    }
}

#endif
</code>
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
在Unity Editor中使用的一些API和功能在打包时无法使用,因为它们只能在Editor环境中运行。因此,如果您的项目中使用了UnityEditor,您需要将其移除或替换为适用于运行时的替代方案。 以下是一些常见的UnityEditor API和功能,以及对应的运行时替代方案: 1. EditorUtility类:该类提供了许多在Editor环境中很有用但在运行时无法使用的功能,例如打开文件对话框、创建Asset等。在运行时,可以使用其他类似的API来替代,例如System.IO命名空间中的File、Directory和Path类。 2. SerializedObject和SerializedProperty类:这些类用于在Editor中访问和修改Unity对象的Serialized属性。在运行时,可以使用对象的公共属性或字段来访问它们,或者使用自定义的序列化/反序列化方案。 3. PrefabUtility类:该类提供了有关预制件的信息和操作,例如实例化预制件、检查预制件是否修改等。在运行时,可以使用Instantiate函数来实例化预制件,并使用其他API来实现其他功能。 4. EditorGUI类:该类提供了在Editor中创建UI元素和布局的方法。在运行时,可以使用Unity的UI系统(例如Canvas、Image和Text组件)来创建UI元素,并使用手动布局或其他UI布局工具来实现布局。 5. EditorWindow类:该类用于在Unity Editor中创建自定义窗口。在运行时,可以使用其他UI元素来创建自定义UI,并使用其他方式来实现窗口功能。 请注意,如果您的项目中使用了许多UnityEditor API和功能,可能需要进行大量的代码更改才能使其适用于运行时。因此,最好在项目开始时尽可能避免使用Editor-only功能,以便在打包时不会遇到问题。

“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
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