// <summary>
/// 文件写入
/// </summary>
/// <param name="file_path">File path.</param>
/// <param name="file_name">File name.</param>
/// <param name="str_info">String info.</param>
public static void FileSave (string str_info, string fileName)
{
string filePath;
#if UNITY_EDITOR_OSX
filePath = Application.dataPath + "/" + fileName + ".txt";
#elif UNITY_IPHONE
filePath = Application.persistentDataPath + "/" + fileName + ".txt";
#elif UNITY_ANDROID
filePath = Application.persistentDataPath + "/" + fileName + ".txt";
#endif
GlobalStatics.writePath = filePath;
FileStream fs = null;
try {
StreamWriter sw = null;
if (!File.Exists (filePath)) {
fs = new FileStream (filePath, FileMode.OpenOrCreate);
// fs = new FileStream (filePath, FileMode.Append);//文件内容叠加
} else {
File.Delete (filePath);
fs = new FileStream (filePath, FileMode.OpenOrCreate);
}
sw = new StreamWriter (fs);
sw.WriteLine (str_info);
sw.Close ();
sw.Dispose ();
} catch (System.Exception ex) {
throw ex;
}
}
/// <summary>
/// 文件读取
/// </summary>
/// <param name="file_path">File path.</param>
/// <param name="file_name">File name.</param>
/// <param name="str_info">String info.</param>
public static string ReadFile (string fileName)
{
string filePath;
string line = null;
#if UNITY_EDITOR
filePath = Application.dataPath + "/" + fileName + ".txt";
#elif UNITY_IPHONE
filePath = Application.persistentDataPath + "/" + fileName+".txt";
#elif UNITY_ANDROID
filePath = Application.persistentDataPath + "/" + fileName+".txt";
#endif
GlobalStatics.readPath = filePath;
if (!File.Exists (filePath)) {
Debug.Log ("文件不存在");
// GameObject.Find ("Canvas").GetComponent<MessageForms> ().MessageDiscriminate ();
} else {
StreamReader sr = new StreamReader (filePath, Encoding.UTF8);
line = sr.ReadToEnd ();
}
return line;
}
C#文件写入和读取简单使用
最新推荐文章于 2023-03-02 17:53:36 发布