在streamingAssetsPath上读写文件 [英] Read and Write file on streamingAssetsPath
问题描述
这就是我在 android 中读取文本文件的方式.
#if UNITY_ANDROIDstring full_path = string.Format("{0}/{1}",Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);//Android 只使用 WWW 来读取文件WWW reader = new WWW(full_path);while (!reader.isDone){}json = reader.text;//PK调试 2017.12.11调试日志(json);#万一
这就是我从电脑读取文本文件的方式.
#if UNITY_STANDALONEstring full_path = string.Format({0}/{1}", Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);StreamReader reader = new StreamReader(full_path);json = reader.ReadToEnd().Trim();reader.Close();#万一
现在我的问题是我不知道如何在移动设备上编写文件,因为我在独立设备上这样做
#if UNITY_STANDALONEStreamWriter writer = new StreamWriter(path, false);writer.WriteLine(json);writer.Close();#万一
帮助任何人
更新的问题
这是我需要获取的流资产文件夹中的 json 文件
现在我的问题是我不知道如何在移动设备上写入文件因为我是在独立的情况下这样做的
您无法保存到此位置.
从 StreamingAssets 中读取数据:
IEnumerator loadStreamingAsset(string fileName){string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, fileName);字符串结果;if (filePath.Contains("://") || filePath.Contains(":///")){WWW www = new WWW(filePath);收益率返回 www;结果 = www.text;}别的{结果 = System.IO.File.ReadAllText(filePath);}Debug.Log("加载的文件:" + 结果);}
用法:
让我们从屏幕截图中加载datacenter.json"文件:
void Start(){StartCoroutine(loadStreamingAsset("datacenter.json"));}
<小时><小时>
保存数据:
保存一个适用于所有平台的数据的路径是Application.persistentDataPath
.在将数据保存到该路径之前,请确保在该路径中创建一个文件夹.您问题中的 StreamReader
可用于读取或写入此路径.
保存到Application.persistentDataPath
路径:
使用File.WriteAllBytes
从 Application.persistentDataPath
路径读取
使用File.ReadAllBytes
.
参见这个 发布有关如何在 Unity 中保存数据的完整示例.
This is how i read my textfile in android.
#if UNITY_ANDROID
string full_path = string.Format("{0}/{1}",Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);
// Android only use WWW to read file
WWW reader = new WWW(full_path);
while (!reader.isDone){}
json = reader.text;
// PK Debug 2017.12.11
Debug.Log(json);
#endif
and this is how i read my textfile from pc.
#if UNITY_STANDALONE
string full_path = string.Format("{0}/{1}", Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);
StreamReader reader = new StreamReader(full_path);
json = reader.ReadToEnd().Trim();
reader.Close();
#endif
Now my problem is that i don't know how to write the file on mobile cause i do it like this on the standalone
#if UNITY_STANDALONE
StreamWriter writer = new StreamWriter(path, false);
writer.WriteLine(json);
writer.Close();
#endif
Help anyone
UPDATED QUESTION
This is the json file that it is in my streamingasset folder that i need to get
Now my problem is that i don't know how to write the file on mobile cause I do it like this on the standalone
You can't save to this location. Application.streamingAssetsPath
is read-only. It doesn't matter if it works on the Editor or not. It is read only and cannot be used to load data.
Reading data from the StreamingAssets:
IEnumerator loadStreamingAsset(string fileName)
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, fileName);
string result;
if (filePath.Contains("://") || filePath.Contains(":///"))
{
WWW www = new WWW(filePath);
yield return www;
result = www.text;
}
else
{
result = System.IO.File.ReadAllText(filePath);
}
Debug.Log("Loaded file: " + result);
}
Usage:
Let's load your "datacenter.json" file from your screenshot:
void Start()
{
StartCoroutine(loadStreamingAsset("datacenter.json"));
}
Saving Data:
The path to save a data that works on all platform is Application.persistentDataPath
. Make sure to create a folder inside that path before saving data to it. The StreamReader
in your question can be used to read or write to this path.
Saving to the Application.persistentDataPath
path:
Use File.WriteAllBytes
Reading from the Application.persistentDataPath
path
Use File.ReadAllBytes
.
See this post for a complete example of how to save data in Unity.
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