using UnityEngine;
using System.IO;
using System.Text;
using System.Collections.Generic;
using System;
public class QFileOperation
{
/// <summary>
/// 文件是否存在
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static bool IsExists(string path)
{
return File.Exists(path);
}
/// <summary>
/// 检查文件夹是否存在
/// </summary>
/// <param name="path"></param>
/// <param name="create"></param>
/// <returns></returns>
public static bool IsDirctoryName(string path, bool create = false)
{
var dir = Path.GetDirectoryName(path);
var isExists = Directory.Exists(dir);
if (create)
{
var info = Directory.CreateDirectory(dir);
if (info != null) isExists = true;
}
return isExists;
}
/// <summary>
/// 创建文件夹
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static bool CreateDirctory(string path)
{
return IsDirctoryName(path, true);
}
/// <summary>
/// 写入文件
/// </summary>
/// <param name="filePath"></param>
/// <param name="data"></param>
public static void WriteBytes(string filePath, byte[] data)
{
CreateDirctory(filePath);
if (File.Exists(filePath)){
File.Delete(filePath);
}
File.WriteAllBytes(filePath, data);
}
/// <summary>
/// 写入文本
/// </summary>
/// <param name="filePath"></param>
/// <param name="data"></param>
public static void WriteText(string filePath, string data, FileMode fileMode = FileMode.Create)
{
CreateDirctory(filePath);
using (FileStream stream = new FileStream(filePath, fileMode))
{
using (StreamWriter sw = new StreamWriter(stream, Encoding.UTF8))
{
sw.Write(data);
sw.Close();
}
}
}
/// <summary>
/// 读取文件
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public static byte[] ReadBytes(string filePath)
{
return File.ReadAllBytes(filePath);
}
/// <summary>
/// 读取文本
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public static string ReadText(string filePath)
{
StreamReader sr = null;
sr = File.OpenText(filePath);
string line = sr.ReadToEnd();
sr.Close();
sr.Dispose();
return line;
}
/// <summary>
/// 读取纹理
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public static Texture2D ReadTexture2D(string filePath)
{
Texture2D t = new Texture2D(2, 2, TextureFormat.PVRTC_RGB2, false);
t.LoadImage(File.ReadAllBytes(filePath));
return t;
}
/// <summary>
/// 读取精灵
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public static Sprite ReadSprite(string filePath)
{
var t = ReadTexture2D(filePath);
return Sprite.Create(t, new Rect(0, 0, t.width, t.height), new Vector2(0.5f, 0.5f));
}
/// <summary>
/// 获得根据名字获得文件夹路径
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
public static string GetAssetsDirectoryPath(string fileName)
{
DirectoryInfo dir = new DirectoryInfo(Application.dataPath);
var infos = dir.GetDirectories("*", SearchOption.AllDirectories);
foreach (var info in infos)
{
if (info.FullName.Contains(fileName))
{
return info.FullName;
}
}
return string.Empty;
}
/// <summary>
/// 获得文件夹下所有文件名
/// </summary>
/// <param name="dirName"></param>
/// <param name="dirPattern"></param>
/// <param name="filePattern"></param>
/// <returns></returns>
public static string[] GetFilesPath(string dirName, string filePattern = "*", string dirPattern = "*")
{
if(!Directory.Exists(dirName))return new string[0];
List<string> list = new List<string>();
DirectoryInfo dir = new DirectoryInfo(dirName);
string filter = ".meta";
foreach (var file in dir.GetFiles(filePattern, SearchOption.AllDirectories))
{
if (file.FullName.Contains(filter)) continue;
list.Add(file.FullName);
}
foreach (var child in dir.GetDirectories(dirPattern, SearchOption.AllDirectories))
{
list.AddRange(GetFilesPath(child.FullName,dirPattern,filePattern));
}
return list.ToArray();
}
/// <summary>
/// 获得文件路径
/// </summary>
/// <param name="dirName"></param>
/// <param name="suffix"></param>
/// <param name="fileName"></param>
/// <returns></returns>
public static string GetFilePath(string dirName, string suffix, string fileName)
{
var dir = new DirectoryInfo(dirName);
var infos = dir.GetFiles(string.Format("*.{0}", suffix), SearchOption.AllDirectories);
foreach (var info in infos)
{
if (info.Name.Contains(fileName))
{
return info.FullName;
}
}
return string.Empty;
}
/// <summary>
/// 获取文件夹大小
/// </summary>
/// <param name="dirPath"></param>
/// <returns></returns>
public static long GetDirectoryLength(string dirPath)
{
//判断给定的路径是否存在,如果不存在则退出
if (!Directory.Exists(dirPath))
return 0;
long len = 0;
//定义一个DirectoryInfo对象
DirectoryInfo di = new DirectoryInfo(dirPath);
//通过GetFiles方法,获取di目录中的所有文件的大小
foreach (FileInfo fi in di.GetFiles())
{
len += fi.Length;
}
//获取di中所有的文件夹,并存到一个新的对象数组中,以进行递归
DirectoryInfo[] dis = di.GetDirectories();
if (dis.Length > 0)
{
for (int i = 0; i < dis.Length; i++)
{
len += GetDirectoryLength(dis[i].FullName);
}
}
return len;
}
/// <summary>
/// 读取文件大小
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public static long FileSize(string filePath)
{
long temp = 0;
//判断当前路径所指向的是否为文件
if (File.Exists(filePath) == false)
{
string[] str1 = Directory.GetFileSystemEntries(filePath);
foreach (string s1 in str1)
{
temp += FileSize(s1);
}
}
else
{
FileInfo fileInfo = new FileInfo(filePath);
return fileInfo.Length;
}
return temp;
}
/// <summary>
/// 删除文件夹
/// </summary>
/// <param name="srcPath"></param>
public static void DelectDir(string srcPath)
{
try
{
if (!Directory.Exists(srcPath))
{
DeleteFile(srcPath);
return;
}
DirectoryInfo dir = new DirectoryInfo(srcPath);
FileSystemInfo[] fileinfo = dir.GetFileSystemInfos(); //返回目录中所有文件和子目录
foreach (FileSystemInfo i in fileinfo)
{
if (i is DirectoryInfo) //判断是否文件夹
{
DirectoryInfo subdir = new DirectoryInfo(i.FullName);
subdir.Delete(true); //删除子目录和文件
}
else
{
File.Delete(i.FullName); //删除指定文件
}
}
}
catch (Exception e)
{
Debug.LogException(e);
}
}
/// <summary>
/// 删除文件
/// </summary>
/// <param name="path"></param>
public static void DeleteFile(string path)
{
if (!File.Exists(path)) return;
try
{
File.Delete(path);
}
catch (Exception e)
{
Debug.Log(e);
}
}
}