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直接上代码
Part1:
1 using UnityEngine; 2 using System.IO; 3 using System.Collections.Generic; 4 5 public class CSV 6 { 7 static CSV csv; 8 public List<string[]> m_ArrayData; 9 public static CSV GetInstance() 10 { 11 if (csv == null) 12 { 13 csv = new CSV(); 14 } 15 return csv; 16 } 17 private CSV() { m_ArrayData = new List<string[]>(); } 18 public string GetString(int row, int col) 19 { 20 return m_ArrayData[row][col]; 21 } 22 public int GetInt(int row, int col) 23 { 24 return int.Parse(m_ArrayData[row][col]); 25 } 26 public void LoadFile(string path, string fileName) 27 { 28 m_ArrayData.Clear(); 29 StreamReader sr = null; 30 try 31 { 32 sr = File.OpenText(path + "//" + fileName); 33 Debug.Log("file finded!"); 34 } 35 catch 36 { 37 Debug.Log("file don‘t finded!"); 38 return; 39 } 40 string line; 41 while ((line = sr.ReadLine()) != null) 42 { 43 m_ArrayData.Add(line.Split(‘,‘)); 44 } 45 sr.Close(); 46 sr.Dispose(); 47 } 48 }
Part2:
using UnityEngine; public class FileController : MonoBehaviour { // Use this for initialization void Start () { CSV.GetInstance().LoadFile(Application.dataPath + "/Res", "myTest.csv"); Debug.Log("GetString : " + CSV.GetInstance().GetString(1, 1)); Debug.Log("GetInt : " + CSV.GetInstance().GetString(1, 2)); } }
补充
关于路径有4个类型:
Application.dataPath:该路径指向我们Unity编辑器的Asset文件夹
Application.persistentDataPath:该路径指向iOS和Android的沙盒路径
Application.streamingAssetsPath:streamingAsset文件夹路径,在任何平台都可以通过这个路径读取到文件夹里的内容
Application.temporaryCachePath:临时数据文件路径
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原文地址:http://www.cnblogs.com/JMcc020/p/5294460.html