string fileDif = Application.persistentDataPath + "/Debug/Log/"; if (isSavaLog) writeText(fileDif, jsonStr); } } private void writeText(string fileDif, string message) { //string fileDif = Application.persistentDataPath + "/Debug/Error/"; if (!Directory.Exists(fileDif)) { Directory.Creat...
public static void SaveByJson(string saveFileName,object data) { //将数据转换成Json形式 var json = JsonUtility.ToJson(data); //定义文件路径,将持久数据文件路径和文件名合并 var path = Path.Combine(Application.persistentDataPath, saveFileName); try { //将json形式数据写入文本文件内 File.WriteAllTe...
audioName = EncAndCut(audioName); string path = Application.persistentDataPath + "/" + audioName + ".mp3"; FileStream sf = new FileStream(path, FileMode.Create,FileAccess.Write);//打开文件流 sf.Write(audiodata, 0, audiodata.Length);//写入文件 //关闭文件流 sf.Close(); sf.Dispose(); ...
这是我个人的模板Save/Load脚本。我知道它适用于当前在函数GetFilePath中列出的所有平台。
publicvoidSaveGame() { // 1 Save save = CreateSaveGameObject(); // 2 BinaryFormatter bf =newBinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath +"/gamesave.save"); bf.Serialize(file, save); file.Close();
// Save the data to disk. string filepath = Application.persistentDataPath + "/save.dat"; using (FileStream file = File.Create(filepath)) { new BinaryFormatter().Serialize(file, saveData); } We start off by creating the file name and path. We’re giving the file a .dat file extensi...
创建一个二进制格式化对象->新建文件流->序列化Save对象->关闭文件流 接下来就是读取: privatevoidLoadByDeserialization(){if(File.Exists(Application.persistentDataPath+"/Data.yj"))//判断文件是否创建{BinaryFormatterbf=newBinaryFormatter();FileStreamfs=File.Open(Application.persistentDataPath+"/Data.yj",FileMode...
(Application.persistentDataPath +"game_SaveData");26}2728//实例化二进制转化工具29BinaryFormatter f =newBinaryFormatter();3031//创建保存文件位置32FileStream file = File.Create(Application.persistentDataPath +"game_SaveData/bag.txt");3334//将背包转换成json格式35varjson =JsonUtility.ToJson(mybag);3637...
#region Android Java获取persistentDataPath以解决Unity获取路径为空的问题 private static string[] _persistentDataPaths; public static bool IsDirectoryWritable(string path) { try { if (!Directory.Exists(path)) return false; string file = Path.Combine(path, Path.GetRandomFileName()); ...
public static void SavePlayerJson(Player player) { string path = Application.persistentDataPath+"/player.json"; var content = JsonUtility.ToJson(player,true); File.WriteAllText(path,content); } 读取数据 public static PlayerData LoadPlayerJson() { string path = Application.persistentDataPath+"/playe...