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unity3d 本地数据存储

时间:2014-10-27 17:05:39      阅读:315      评论:0      收藏:0      [点我收藏+]

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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); } } }
 private void SaveFriendToLocal()
    {
        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(); 
    }
 private void LoadFriendFromLocal()
    {
        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);
        }
    }

 

unity3d 本地数据存储

标签:android   style   blog   io   color   os   ar   for   sp   

原文地址:http://www.cnblogs.com/88999660/p/4054516.html

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