unity存储本地数据是怎样做到的呢?现在我们就来看看它是怎样通过代码实现本地数据存储的。
using UnityEngine;
using System.Collections;
//路径工具类
public class PathKit
{
/** 后缀常量字符 */
public const string SUFFIX = ".txt";
const string PREFIX="file://";
const string FORMAT=".unity3d";
public static string RESROOT=Application.persistentDataPath+"/";
public static string GetStreamingAssetsPath (string p_filename)
{
string _strPath = "";
if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer )
_strPath = "file://" + Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
else if (Application.platform == RuntimePlatform.Android )
_strPath = Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
else if ( Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.IPhonePlayer)
_strPath = "file://"+ Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
return _strPath;
}
public static string GetOSDataPath (string p_filename)
{
string path;
path = "";
if (Application.platform == RuntimePlatform.OSXEditor)
path = Application.persistentDataPath + p_filename;
if (Application.platform == RuntimePlatform.IPhonePlayer)
path = RESROOT + p_filename;
if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.Android)
path =RESROOT + p_filename;
// Debug.LogWarning("===========path:"+path);
return path;
}
public static string GetURLPath (string p_filename,bool needPreFix,bool needFormat)
{
string path;
path = "";
if (Application.platform == RuntimePlatform.OSXEditor)
path = Application.persistentDataPath+"/" + p_filename;
if (Application.platform == RuntimePlatform.IPhonePlayer)
path = RESROOT + p_filename;
if (Application.platform == RuntimePlatform.WindowsEditor)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.WindowsPlayer)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.Android)
path = RESROOT + p_filename;
if(needPreFix) path=PREFIX+path;
if(needFormat) path=path+FORMAT;
//Debug.LogWarning("===========path:"+path);
return path;
}
public static string getFileName(string path)
{
string[] _list= path.Split(new char[]{'/'});
if(_list.Length>0) return _list[_list.Length-1];
else
return "";
}
public static string getFileDir(string path)
{
path = path.Replace("\\","/");
path = path.Substring(0,path.LastIndexOf("/"));
return path;
}
public static void CreateDirIfNotExists(string path)
{
string dir = getFileDir(path);
if(!System.IO.Directory.Exists(dir))
{
System.IO.Directory.CreateDirectory(dir);
}
}
{
string cacheStr = "";//内容string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR, UserId);
FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Write);
StreamWriter sw = new StreamWriter(fs);
sw.Flush();
sw.BaseStream.Seek(0, SeekOrigin.Begin);
sw.Write(cacheStr);
sw.Close();
}
{
try
{
string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR,UserId);
if (!File.Exists(path)) return;
FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Read);
byte[] bytes = new byte[fs.Length];
fs.Read(bytes, 0, (int)fs.Length);
fs.Close();
mCacheFriend = new List<string> ();string[] arr = Encoding.UTF8.GetString (bytes).Split ('\n');
for (int i = 0; i < arr.Length; i++) {
string[] item = arr[i].Split ('\t');
mCacheFriend.Add (item[0]);
}
}
catch (System.Exception e)
{
Debug.Log(e.Message);
}
}
using UnityEngine;
using System.Collections;
//路径工具类
public class PathKit
{
/** 后缀常量字符 */
public const string SUFFIX = ".txt";
const string PREFIX="file://";
const string FORMAT=".unity3d";
public static string RESROOT=Application.persistentDataPath+"/";
public static string GetStreamingAssetsPath (string p_filename)
{
string _strPath = "";
if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer )
_strPath = "file://" + Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
else if (Application.platform == RuntimePlatform.Android )
_strPath = Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
else if ( Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.IPhonePlayer)
_strPath = "file://"+ Application.streamingAssetsPath + "/" + p_filename + ".unity3d";
return _strPath;
}
public static string GetOSDataPath (string p_filename)
{
string path;
path = "";
if (Application.platform == RuntimePlatform.OSXEditor)
path = Application.persistentDataPath + p_filename;
if (Application.platform == RuntimePlatform.IPhonePlayer)
path = RESROOT + p_filename;
if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.Android)
path =RESROOT + p_filename;
// Debug.LogWarning("===========path:"+path);
return path;
}
public static string GetURLPath (string p_filename,bool needPreFix,bool needFormat)
{
string path;
path = "";
if (Application.platform == RuntimePlatform.OSXEditor)
path = Application.persistentDataPath+"/" + p_filename;
if (Application.platform == RuntimePlatform.IPhonePlayer)
path = RESROOT + p_filename;
if (Application.platform == RuntimePlatform.WindowsEditor)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.WindowsPlayer)
path = Application.dataPath +"/cache/"+ p_filename;
if (Application.platform == RuntimePlatform.Android)
path = RESROOT + p_filename;
if(needPreFix) path=PREFIX+path;
if(needFormat) path=path+FORMAT;
//Debug.LogWarning("===========path:"+path);
return path;
}
public static string getFileName(string path)
{
string[] _list= path.Split(new char[]{'/'});
if(_list.Length>0) return _list[_list.Length-1];
else
return "";
}
public static string getFileDir(string path)
{
path = path.Replace("\\","/");
path = path.Substring(0,path.LastIndexOf("/"));
return path;
}
public static void CreateDirIfNotExists(string path)
{
string dir = getFileDir(path);
if(!System.IO.Directory.Exists(dir))
{
System.IO.Directory.CreateDirectory(dir);
}
}
}
{
string cacheStr = "";//内容string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR, UserId);
FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Write);
StreamWriter sw = new StreamWriter(fs);
sw.Flush();
sw.BaseStream.Seek(0, SeekOrigin.Begin);
sw.Write(cacheStr);
sw.Close();
}
{
try
{
string path = PathKit.RESROOT + string.Format(CHAT_CACHE_DIR,UserId);
if (!File.Exists(path)) return;
FileStream fs = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Read);
byte[] bytes = new byte[fs.Length];
fs.Read(bytes, 0, (int)fs.Length);
fs.Close();
mCacheFriend = new List<string> ();string[] arr = Encoding.UTF8.GetString (bytes).Split ('\n');
for (int i = 0; i < arr.Length; i++) {
string[] item = arr[i].Split ('\t');
mCacheFriend.Add (item[0]);
}
}
catch (System.Exception e)
{
Debug.Log(e.Message);
}
}