UnityEditor下文件操作方法汇总(Unity3D开发之二十四)

时间:2022-08-06 08:55:32

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原文地址: http://blog.csdn.net/cocos2der/article/details/50595585

最近经常需要些一个编译工作脚本,经常操作一个文件。下面是一个汇总了的文件操作方法。

using UnityEngine;

#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

需要的可以拿去用用。