UnityEditor下文件操作方法汇总

作者: 游戏开发小Y | 来源:发表于2017-01-19 16:50 被阅读19次
    #if UNITY_EDITOR
    using UnityEditor;
    using System;
    using System.IO;
    using System.Threading;
     
    public static class FileStaticAPI
    {
        /// 检测文件是否存在Application.dataPath目录
        public static bool IsFileExists (string fileName)
        {
            if (fileName.Equals (string.Empty)) {
                return false;
            }
     
            return File.Exists (GetFullPath (fileName));
        }
     
        /// 在Application.dataPath目录下创建文件
        public static void CreateFile (string fileName)
        {
            if (!IsFileExists (fileName)) {
                CreateFolder (fileName.Substring (0, fileName.LastIndexOf ('/')));
     
    #if UNITY_4 || UNITY_5
                FileStream stream = File.Create (GetFullPath (fileName));
                stream.Close ();
    #else
                File.Create (GetFullPath (fileName));
    #endif
            }
     
        }
     
        /// 写入数据到对应文件
        public static void Write (string fileName, string contents)
        {
            CreateFolder (fileName.Substring (0, fileName.LastIndexOf ('/')));
     
            TextWriter tw = new StreamWriter (GetFullPath (fileName), false);
            tw.Write (contents);
            tw.Close (); 
     
            AssetDatabase.Refresh ();
        }
     
        /// 从对应文件读取数据
        public static string Read (string fileName)
        {
    #if !UNITY_WEBPLAYER
            if (IsFileExists (fileName)) {
                return File.ReadAllText (GetFullPath (fileName));
            } else {
                return "";
            }
    #endif
     
    #if UNITY_WEBPLAYER
            Debug.LogWarning("FileStaticAPI::CopyFolder is innored under wep player platfrom");
    #endif
        }
     
        /// 复制文件
        public static void CopyFile (string srcFileName, string destFileName)
        {
            if (IsFileExists (srcFileName) && !srcFileName.Equals (destFileName)) {
                int index = destFileName.LastIndexOf ("/");
                string filePath = string.Empty;
     
                if (index != -1) {
                    filePath = destFileName.Substring (0, index);
                }
     
                if (!Directory.Exists (GetFullPath (filePath))) {
                    Directory.CreateDirectory (GetFullPath (filePath));
                }
     
                File.Copy (GetFullPath (srcFileName), GetFullPath (destFileName), true);
     
                AssetDatabase.Refresh ();
            }
        }
     
        /// 删除文件
        public static void DeleteFile (string fileName)
        {
            if (IsFileExists (fileName)) {
                File.Delete (GetFullPath (fileName));
     
                AssetDatabase.Refresh ();
            }
        }
     
        /// 检测是否存在文件夹
        public static bool IsFolderExists (string folderPath)
        {
            if (folderPath.Equals (string.Empty)) {
                return false;
            }
     
            return Directory.Exists (GetFullPath (folderPath));
        }
     
        /// 创建文件夹
        public static void CreateFolder (string folderPath)
        {
            if (!IsFolderExists (folderPath)) {
                Directory.CreateDirectory (GetFullPath (folderPath));
     
                AssetDatabase.Refresh ();
            }
        }
     
        /// 复制文件夹
        public static void CopyFolder (string srcFolderPath, string destFolderPath)
        {
     
    #if !UNITY_WEBPLAYER
            if (!IsFolderExists (srcFolderPath)) {
                return;
            }
     
            CreateFolder (destFolderPath);
     
     
            srcFolderPath = GetFullPath (srcFolderPath);
            destFolderPath = GetFullPath (destFolderPath);
     
            // 创建所有的对应目录
            foreach (string dirPath in Directory.GetDirectories(srcFolderPath, "*", SearchOption.AllDirectories)) {
                Directory.CreateDirectory (dirPath.Replace (srcFolderPath, destFolderPath));
            }
     
            // 复制原文件夹下所有内容到目标文件夹,直接覆盖
            foreach (string newPath in Directory.GetFiles(srcFolderPath, "*.*", SearchOption.AllDirectories)) {
     
                File.Copy (newPath, newPath.Replace (srcFolderPath, destFolderPath), true);
            }
     
            AssetDatabase.Refresh ();
    #endif
     
    #if UNITY_WEBPLAYER
            Debug.LogWarning("FileStaticAPI::CopyFolder is innored under wep player platfrom");
    #endif
        }
     
        /// 删除文件夹
        public static void DeleteFolder (string folderPath)
        {
            #if !UNITY_WEBPLAYER
            if (IsFolderExists (folderPath)) {
     
                Directory.Delete (GetFullPath (folderPath), true);
     
                AssetDatabase.Refresh ();
            }
            #endif
     
            #if UNITY_WEBPLAYER
            Debug.LogWarning("FileStaticAPI::DeleteFolder is innored under wep player platfrom");
            #endif
        }
     
        /// 返回Application.dataPath下完整目录
        private static string GetFullPath (string srcName)
        {
            if (srcName.Equals (string.Empty)) {
                return Application.dataPath;
            }
     
            if (srcName [0].Equals ('/')) {
                srcName.Remove (0, 1);
            }
     
            return Application.dataPath + "/" + srcName;
        }
     
        /// 在Assets下创建目录
        public static void CreateAssetFolder (string assetFolderPath)
        {
            if (!IsFolderExists (assetFolderPath)) {
                int index = assetFolderPath.IndexOf ("/");
                int offset = 0;
                string parentFolder = "Assets";
                while (index != -1) {
                    if (!Directory.Exists (GetFullPath (assetFolderPath.Substring (0, index)))) {
                        string guid = AssetDatabase.CreateFolder (parentFolder, assetFolderPath.Substring (offset, index - offset));
                        // 将GUID(全局唯一标识符)转换为对应的资源路径。
                        AssetDatabase.GUIDToAssetPath (guid);
                    }
                    offset = index + 1;
                    parentFolder = "Assets/" + assetFolderPath.Substring (0, offset - 1);
                    index = assetFolderPath.IndexOf ("/", index + 1);
                }
     
                AssetDatabase.Refresh ();
            }
        }
     
        /// 复制Assets下内容
        public static void CopyAsset (string srcAssetName, string destAssetName)
        {
            if (IsFileExists (srcAssetName) && !srcAssetName.Equals (destAssetName)) {
                int index = destAssetName.LastIndexOf ("/");
                string filePath = string.Empty;
     
                if (index != -1) {
                    filePath = destAssetName.Substring (0, index + 1);
                    //Create asset folder if needed
                    CreateAssetFolder (filePath);
                }
     
     
                AssetDatabase.CopyAsset (GetFullAssetPath (srcAssetName), GetFullAssetPath (destAssetName));
                AssetDatabase.Refresh ();
            }
        }
     
        /// 删除Assets下内容
        public static void DeleteAsset (string assetName)
        {
            if (IsFileExists (assetName)) {
                AssetDatabase.DeleteAsset (GetFullAssetPath (assetName));           
                AssetDatabase.Refresh ();
            }
        }
     
        /// 获取Assets下完整路径
        private static string GetFullAssetPath (string assetName)
        {
            if (assetName.Equals (string.Empty)) {
                return "Assets/";
            }
     
            if (assetName [0].Equals ('/')) {
                assetName.Remove (0, 1);
            }
     
            return "Assets/" + assetName;
        }
    }
     
    #endif
    

    相关文章

      网友评论

        本文标题:UnityEditor下文件操作方法汇总

        本文链接:https://www.haomeiwen.com/subject/bdvibttx.html