Hololens 以json格式保存和读取数据于本地的代码

using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.XR.WSA.Persistence;

private const string MARKERS_FILENAME = "markers";
private List<string> PersistedAnchorMarkersIds;

public void SaveMarkersToFile()
    {
        string path = string.Format("{0}/{1}.json", Application.persistentDataPath, MARKERS_FILENAME);

        string json = JsonConvert.SerializeObject(PersistedAnchorMarkersIds, Formatting.Indented);
        byte[] data = Encoding.ASCII.GetBytes(json);

        UnityEngine.Windows.File.WriteAllBytes(path, data);
        Debug.Log("Data Saved to file " + path);
    }


public List<string> ReadMarkersFromFile()
    {
        string path = string.Format("{0}/{1}.json", Application.persistentDataPath, MARKERS_FILENAME);

        if (UnityEngine.Windows.File.Exists(path)) { 
            byte[] data = UnityEngine.Windows.File.ReadAllBytes(path);
            string json = Encoding.ASCII.GetString(data);
            Debug.Log("Data Loaded from file " + path);
            return JsonConvert.DeserializeObject<List<string>>(json);
        } else {
            Debug.Log("No existing data file found, initialize empty marker list");
            return new List<string>();
        }
    }

//存数据的调用方法:
SaveMarkersToFile();

//读的调用方法:
PersistedAnchorMarkersIds = ReadMarkersFromFile();

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