C#文件写入和读取简单使用

    // <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;
    }
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