void OnGUI()
{
DrawButtons();
}
void DrawButtons()
{
if (flag == 1) {
flag = 2;
Debug.Log ("streamingAssetsPath = " + Application.streamingAssetsPath);
Debug.Log ("persistentDataPath = " + Application.persistentDataPath);
Debug.Log ("dataPath = " + Application.dataPath);
Debug.Log ("temporaryCachePath = " + Application.temporaryCachePath);
}
GUI.Label(new Rect(30,5,600,50), "streamingAssetsPath = " + Application.streamingAssetsPath.ToString() );
GUI.Label(new Rect(30,20,600,50), "persistentDataPath = " + Application.persistentDataPath.ToString() );
GUI.Label(new Rect(30,35,600,50), "dataPath = " + Application.dataPath.ToString() );
GUI.Label(new Rect(30,50,600,50), "temporaryCachePath = " + Application.temporaryCachePath.ToString() );
if (GUI.Button (new Rect (400, 100, 150, 50), "拷贝到streaming"))
{
CopyFolder (Application.persistentDataPath,Application.streamingAssetsPath);
}
if (GUI.Button (new Rect (400, 160, 150, 50), "拷贝到persistent"))
{
CopyFolder (Application.streamingAssetsPath,Application.persistentDataPath);
}
if (GUI.Button (new Rect (400, 210, 150, 50), "删除streaming"))
{
}
if (GUI.Button (new Rect (400, 270, 150, 50), "删除persistent"))
{
}
}
void CopyFolder( string srcPath, string tarPath )
{
if(!Directory.Exists(srcPath))
{
Directory.CreateDirectory (srcPath);
}
if(!Directory.Exists(tarPath))
{
Directory.CreateDirectory (tarPath);
}
CopyFile (srcPath, tarPath);
string[] directionName = Directory.GetDirectories (srcPath);
foreach (string dirPath in directionName)
{
string directionPathTemp = tarPath + "\\" + dirPath.Substring (srcPath.Length + 1);
CopyFolder (dirPath, directionPathTemp);
}
}
void CopyFile( string srcPath, string tarPath )
{
string[] filesList = Directory.GetFiles (srcPath);
foreach (string f in filesList)
{
string fTarPath = tarPath + "\\" + f.Substring (srcPath.Length + 1);
if (File.Exists (fTarPath)) {
File.Copy (f, fTarPath, true);
} else {
File.Copy (f, fTarPath);
}
}
}
Unity不同路径下的文件拷贝
最新推荐文章于 2024-06-26 00:00:00 发布