C#中Ini文件读写操作

1 INI文件的格式
C#读写ini文件其实并不是普通的文本文件.它有自己的结构.由若干段落(SECTION)组成,在每个带括号的标题下面,是若干个以单个单词开头的关键字(KEYWORD)和一个等号,等号右边就是关键字的值(VALUE).例如:
 
 
  1. [Section1]  
  2.     KeyWord1 = Value1  
  3.     KeyWord2 = Value2  
  4.     ...  
  5. [Section2]  
  6.     KeyWord3 = Value3  
  7.     KeyWord4 = Value4 
虽然C#中没有,但是在"kernel32.dll"这个文件中有Win32的API函数--WritePrivateProfileString()和GetPrivateProfileString()
C#读写ini文件实现之C#声明INI文件的写操作函数WritePrivateProfileString():
   
   
  1. [DllImport( "kernel32" )]  
  2.   private static extern long WritePrivateProfileString (
  3.  string section ,string key , string val   
  4. string filePath ) ; 
参数说明:
section:INI文件中的段落;
key:INI文件中的关键字;
val:INI文件中关键字的数值;
filePath:INI文件的完整的路径和名称。
C#读写ini文件实现之C#申明INI文件的读操作函数GetPrivateProfileString():
   
   
  1. [DllImport("kernel32")]  
  2.  private static extern int GetPrivateProfileString (
  3.  string section ,  
  4.   string key , string def , StringBuilder retVal ,  
  5.   int size , string filePath ) ; 
参数说明:
section:INI文件中的段落名称;
key:INI文件中的关键字;
def:无法读取时候时候的缺省数值;
retVal:读取数值;
size:数值的大小;
filePath:INI文件的完整路径和名称。
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;

internal class IniFiles
{
    public string FileName;

    public IniFiles()
    {
    }

    public IniFiles(string AFileName)
    {
        FileInfo info = new FileInfo(AFileName);
        if (!info.Exists)
        {
            StreamWriter writer = new StreamWriter(AFileName, false, Encoding.Unicode);
            try
            {
                writer.Write("#配置文件");
                writer.Close();
            }
            catch
            {
                throw new ApplicationException("ini文件不存在");
            }
        }
        this.FileName = AFileName;
    }

    ~IniFiles()
    {
        this.UpdateFile();
    }

    [DllImport("kernel32", CharSet = CharSet.Unicode)]
    private static extern int GetPrivateProfileString(string section, string key, string def, byte[] retVal, int size, string filePath);
    public float ReadFloat(string Section, string Ident, float Default)
    {
        string str = this.ReadString(Section, Ident, Convert.ToString(Default));
        try
        {
            return Convert.ToSingle(str);
        }
        catch (Exception exception)
        {
            Debug.LogError(exception.Message);
            return Default;
        }
    }

    public int ReadInteger(string Section, string Ident, int Default)
    {
        string str = this.ReadString(Section, Ident, Convert.ToString(Default));
        try
        {
            return Convert.ToInt32(str);
        }
        catch (Exception exception)
        {
            Debug.LogError(exception.Message);
            return -1;
        }
    }

    public string ReadString(string Section, string Ident, string Default)
    {
        byte[] retVal = new byte[0x80];
        GetPrivateProfileString(Section, Ident, Default, retVal, retVal.Length, this.FileName);
        string str = Encoding.Unicode.GetString(retVal);
        str.Trim();
        return str;
    }

    public void UpdateFile()
    {
        WritePrivateProfileString(null, null, null, this.FileName);
    }

    public void WriteFloat(string Section, string Ident, float Value)
    {
        this.WriteString(Section, Ident, Value.ToString());
    }

    public void WriteInteger(string Section, string Ident, int Value)
    {
        this.WriteString(Section, Ident, Value.ToString());
    }

    [DllImport("kernel32", CharSet = CharSet.Unicode)]
    private static extern bool WritePrivateProfileString(string section, string key, string val, string filePath);
    public void WriteString(string Section, string Ident, string Value)
    {
        if (!WritePrivateProfileString(Section, Ident, Value, this.FileName))
        {
            throw new ApplicationException("写Ini文件出错");
        }
    }

    public string IniPath
    {
        get
        {
            return this.FileName;
        }
        set
        {
            this.FileName = value;
        }
    }

    public bool IsExit
    {
        get
        {
            FileInfo info = new FileInfo(this.FileName);
            return info.Exists;
        }
    }
}
以上是对INI文件的读写操作,然后在使用的地方实现这个类的方法就可以了
以下是读取配置文件,然后存入一个Dictionary,直接去Dictionary值就行了
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using UnityEngine;

public class VR_Configuration : MonoBehaviour
{
    private enum WINDOWLOC
    {
        LEFTUP,
        CENTER
    }

    private const uint SWP_SHOWWINDOW = 64u;

    private const int GWL_STYLE = -16;

    private const int WS_BORDER = 1;

    [SerializeField]
    public string productName = "输入PlayerSettings中ProductName的值";

    private string wndclass = "UnityWndClass";

    [SerializeField]
    public string configName = "Config.ini";

    [SerializeField]
    public Rect fullScreenVec2;

    [SerializeField]
    public Rect windowScreenVec2;

    private IntPtr windowIndex;

    private VR_Configuration.WINDOWLOC windowLoc;

    private IniFiles Ini;
    //  申明Dictionary 用来保存INI文件的key=value
    public Dictionary<string, float> CONTROLLERSETVR = new Dictionary<string, float>(3);

    public Dictionary<string, float> ADDITIONVALUE = new Dictionary<string, float>(5);

    public Dictionary<string, int> COM = new Dictionary<string, int>(2);

    private int cxScreen;

    private int cyScreen;

    private bool IsFullScreen = true;

    public bool IsExit
    {
        get
        {
            return this.Ini.IsExit;
        }
    }

    [DllImport("user32.dll", CharSet = CharSet.Unicode, EntryPoint = "MessageBoxW")]
    private static extern int MsgBoxW(IntPtr hWnd, string text, string caption, uint type);

    [DllImport("user32.dll", CharSet = CharSet.Unicode)]
    private static extern IntPtr SetWindowLong(IntPtr hwnd, int _nIndex, int dwNewLong);

    [DllImport("user32.dll", CharSet = CharSet.Unicode)]
    private static extern bool SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags);

    [DllImport("user32.dll")]
    private static extern IntPtr FindWindow(string lpClassName, string lpWindowName);

    [DllImport("user32")]
    private static extern int GetSystemMetrics(int nIndex);

    private void Awake()
    {
        this.windowIndex = VR_Configuration.FindWindow(this.wndclass, this.productName);
        string text = Path.GetDirectoryName(Application.dataPath) + Path.AltDirectorySeparatorChar + this.configName;
        this.cxScreen = VR_Configuration.GetSystemMetrics(0);
        this.cyScreen = VR_Configuration.GetSystemMetrics(1);
        if (!File.Exists(text))
        {
            //Ini 写入操作,初始化INI文件
            this.Ini = new IniFiles(text);
            this.Ini.WriteInteger("SETTING", "FullScreen", 1);
            this.Ini.WriteInteger("SETTING", "FullWidth", this.cxScreen);
            this.Ini.WriteInteger("SETTING", "FullHeight", this.cyScreen);
            this.Ini.WriteInteger("SETTING", "WindowLocation", 0);
            this.Ini.WriteInteger("COM", "Num", 1);
            this.Ini.WriteFloat("CONTROLLERSETVR", "Center", 123f);
            this.Ini.WriteFloat("CONTROLLERSETVR", "MoveSpeed", 0.2f);
            this.Ini.WriteFloat("CONTROLLERSETVR", "RotateSpeed", 3f);
            this.Ini.WriteFloat("CONTROLLERSETVR", "Dir", 1f);
            this.Ini.WriteFloat("ADDITIONVALUE", "AddFloat1", 1f);
            this.Ini.WriteFloat("ADDITIONVALUE", "AddFloat2", 2f);
            this.Ini.WriteFloat("ADDITIONVALUE", "AddFloat3", 3f);
            this.Ini.WriteFloat("ADDITIONVALUE", "AddFloat4", 4f);
            this.Ini.WriteFloat("ADDITIONVALUE", "AddFloat5", 5f);
        }
        else
        {
            this.Ini = new IniFiles();
            this.Ini.IniPath = text;
        }
        // 初始化Dictionary,读取
        this.fullScreenVec2.width=((float)this.Ini.ReadInteger("SETTING", "FullWidth", 0));
        this.fullScreenVec2.height=((float)this.Ini.ReadInteger("SETTING", "FullHeight", 0));
        this.COM.Add("Num", this.Ini.ReadInteger("COM", "Num", 1));
        this.CONTROLLERSETVR.Add("Center", this.Ini.ReadFloat("CONTROLLERSETVR", "Center", 100f));
        this.CONTROLLERSETVR.Add("MoveSpeed", this.Ini.ReadFloat("CONTROLLERSETVR", "MoveSpeed", 1f));
        this.CONTROLLERSETVR.Add("RotateSpeed", this.Ini.ReadFloat("CONTROLLERSETVR", "RotateSpeed", 1f));
        this.CONTROLLERSETVR.Add("Dir", this.Ini.ReadFloat("CONTROLLERSETVR", "Dir", 1f));
        this.ADDITIONVALUE.Add("AddFloat1", this.Ini.ReadFloat("ADDITIONVALUE", "AddFloat1", 0f));
        this.ADDITIONVALUE.Add("AddFloat2", this.Ini.ReadFloat("ADDITIONVALUE", "AddFloat2", 0f));
        this.ADDITIONVALUE.Add("AddFloat3", this.Ini.ReadFloat("ADDITIONVALUE", "AddFloat3", 0f));
        this.ADDITIONVALUE.Add("AddFloat4", this.Ini.ReadFloat("ADDITIONVALUE", "AddFloat4", 0f));
        this.ADDITIONVALUE.Add("AddFloat5", this.Ini.ReadFloat("ADDITIONVALUE", "AddFloat5", 0f));
    }

    private void Start()
    {
       // 设置屏幕分辨率
        if (this.Ini.ReadInteger("SETTING", "FullScreen", 0) == -1)
        {
            VR_Configuration.MsgBoxW(this.windowIndex, "请检查是否写入屏幕参数或者写入的是正整数!\n写入格式:FullWidth = 1024 FullHeight = 768", "读取假全屏参数错误", 16u);
            Application.Quit();
        }
        if (this.Ini.ReadInteger("SETTING", "FullScreen", -1) == 1)
        {
            Screen.SetResolution((int)this.fullScreenVec2.width, (int)this.fullScreenVec2.width, false);
            this.IsFullScreen = true;
        }
        if (this.Ini.ReadInteger("SETTING", "FullScreen", 0) == 0)
        {
            Screen.SetResolution((int)this.windowScreenVec2.width, (int)this.windowScreenVec2.height, false);
        }
        this.windowLoc = (VR_Configuration.WINDOWLOC)this.Ini.ReadInteger("SETTING", "WindowLocation", 0);
        switch (this.windowLoc)
        {
            case VR_Configuration.WINDOWLOC.LEFTUP:
                this.fullScreenVec2.x=0f;
                this.fullScreenVec2.y=0f;
                this.windowScreenVec2.x=0f;
                this.windowScreenVec2.y=0f;
                return;
            case VR_Configuration.WINDOWLOC.CENTER:
                this.fullScreenVec2.center=new Vector2((float)this.cxScreen * 0.5f, (float)this.cyScreen * 0.5f);
                this.windowScreenVec2.center=this.fullScreenVec2.center;
                return;
            default:
                return;
        }
    }

    private void Update()
    {
        if (this.IsFullScreen)
        {
            VR_Configuration.SetWindowLong(this.windowIndex, -16, 1);
            VR_Configuration.SetWindowPos(this.windowIndex, -1, (int)this.fullScreenVec2.x, (int)this.fullScreenVec2.y, (int)this.fullScreenVec2.width, (int)this.fullScreenVec2.height, 64u);
        }
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Application.Quit();
        }
    }
}

然后使用的地方直接获取:GameObject.Find("GameObject").GetComponent<VR_Configuration>().COM["Num"];
开始的时候我们把脚本绑定到物体上

运行后会Ini配置文件

至此读取配置INI就over
Path.AltDirectorySeparatorChar 如果用‘’
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