using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Text;
using System.IO;
public class tt : MonoBehaviour
{
public Text content;
public Text Text_S;
public InputField label;
public GameObject btnDis;
private string pathA;
private string s, path;
private string show_s;
private int i, r;
// Start is called before the first frame update
void Start()
{
path = Application.persistentDataPath + "/qqq.txt";
}
// Update is called once per frame
void Update()
{
}
public void save()
{
if (File.Exists(path))
{
Debug.Log("文件存在了");
StreamWriter sws = new StreamWriter(path, true, System.Text.Encoding.UTF8);
sws.WriteLine(label.text);
sws.Close();
}
else
{
StreamWriter st = File.CreateText(path);
st.WriteLine(label.text);
st.Close();
st.Dispose();
Debug.Log("文件创建");
}
}
public void showtxt()
{
if (File.Exists(path))
{
if (new FileInfo(path).Length != 0)
{ // string path = Application.persistentDataPath + "/qqq.txt";
StreamReader sh = new StreamReader(path);// File.OpenText
string str = sh.ReadToEnd(); //sh.ReadLine();
content.text = str;
sh.Close();
}
else
{
Debug.Log("内容是空的"); // empty
}
}
else
{
}
}
public void showtxt_s()
{
if (File.Exists(path))
{
StreamReader sr = new StreamReader(path);
string[] arr = sr.ReadToEnd().Split('\n'); // w char[] { '\r', '\n' });
int j = arr.Length;
if (i < j - 1 && i >= 0)
{
show_s = arr[i];
Text_S.text = show_s;
//Debug.Log(show_s);
r = i;
i++;
}
else
{
i = j - 1;
}
}
else { }
}
public void showtxt_R()
{
if (File.Exists(path))
{
StreamReader sr = new StreamReader(path);
string[] arr = sr.ReadToEnd().Split('\n'); // w char[] { '\r', '\n' });
int j = arr.Length;
if (r < j && r >= 0)
{
show_s = arr[r];
Text_S.text = show_s;
//Debug.Log(show_s);
r--;
}
else
{
i = 0;
}
}
else { }
}
public void cls_file()
{
// StreamWriter st =
// File.CreateText(path);
if (File.Exists(path))
{
File.Delete(path);
}
}
}