if (Directory.Exists(str_filePath_minMacFile)) { try { //测试:4:完成:删除文件夹,即使是空文件夹,也会被删除 Directory.Delete(str_filePath_minMacFile, true); Debug.Log("Unity xzy : Directory.Delete(str_filePath_minMacFile, true):" + str_filePath_minMacFile); } catch (Exception e) ...
string targetFile = targetDir+ "/ResMap.txt"; if (!Directory.Exists(targetDir)) { Directory.CreateDirectory(targetDir); } string resourcesPath = Application.dataPath + "/Res";//resources文件文件的路径 if (!Directory.Exists(resourcesPath)) { Debug.Log($"不存在路径{resourcesPath}"); if (File...
using UnityEditor;using System.IO;publicclassCreateAssetBundles//进行AssetBundle打包{[MenuItem("Assets/Build AssetBundles")]staticvoidBuildAllAssetBundles(){string dir="AssetBundles";if(Directory.Exists(dir)==false){Directory.CreateDirectory(dir);}BuildPipeline.BuildAssetBundles(dir,//路径必须创建BuildAs...
stringdir ="AssetBundles"; if(!Directory.Exists(dir)) { //2.在工程根目录下创建dir目录 Directory.CreateDirectory(dir); } //3.构建AssetBundle资源,AB资源包是一个压缩文件,可以把它看成是一个压缩的文件夹,里面 //可能包含多个文件,预制件,材质,贴图,声音。 BuildPipeline.BuildAssetBundles(dir, BuildA...
if(mydir.Exists) { } string path = "..."; if(!System.IO.Exists(path)){ System.IO.CreateDirectory(path); print ("文件夹不存在,创建"); } 2、判断某个路径是否存在 在Unity3D开发项目时,有时需要进行路径是否存在的断定: System.IO.File.Exist(string filePath); ...
List<Sprite> GetFileSprites(string relativePath) { if (Directory.Exists(relativePath)) { DirectoryInfo direction = new DirectoryInfo(relativePath); FileInfo[] files = direction.GetFiles("*");//只查找本文件夹下 if (files == null) return null; List<Sprite> sprites = new List<Sprite>(); forea...
if (!Directory.Exists(Application.dataPath + "Resources/Models")) Directory.CreateDirectory(Application.dataPath + "Resources/Models"); Copy(assetPath , Application.dataPath + "/Resources/Models"); GetModelName(); } // 自动选取后缀为.fbx的模型命名 ...
{stringdir ="AssetBundles";//相对路径if(!Directory.Exists(dir))//判断是否存在{ Directory.CreateDirectory(dir); } BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); } } //--- B_AssetBundle包_结构。 当设置好面板属性后,直接使用编译器(AssetBundle/Bu...
if (Directory.Exists(path)) return; Directory.CreateDirectory(path); } } 有了so以后就可以用“arm-linux-androideabi-addr2line”来还原闪退栈了。有时候一些重要的闪退现场只有QA那里才有,大家也不希望他们报上来的BUG就是闪退两个字吧。我们最后希望QA上报BUG的时候就把闪退的栈报上来,这样程序就方便多了,...
publicList<string>GetAllFiles(string path,string doc){if(Directory.Exists(path)){List<string>list=newList<string>();FileInfo[]files=newDirectoryInfo(path).GetFiles("*",SearchOption.AllDirectories);for(int i=0;i<files.Length;i++){if(files[i].Extension==doc)//&& !files[i].Name.EndsWith...