using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Dynamic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class ChannelPackging : EditorWindow
{
[MenuItem("渠道打包/渠道1-Default", false, 100)]
public static void DefaultChannel()
{
//ReadChannelJson();
WriteChannelJson("Default");
}
[MenuItem("渠道打包/渠道2-LieBao", false, 100)]
public static void LieBaoChannel()
{
WriteChannelJson("LieBao");
}
[MenuItem("渠道打包/渠道3-233", false, 100)]
public static void Channel_233()
{
WriteChannelJson("233");
}
private static ChannelSetting _channelSetting = new ChannelSetting();
//文件路径
static string JsonPath = Application.dataPath + "/Resources/Config/ChannelName.json";
//private static void ReadChannelJson()
//{
// if (File.Exists(testJsonPath))
// {
// string jsonString = File.ReadAllText(testJsonPath);
// ChannelSetting mytest = JsonUtility.FromJson<ChannelSetting>(jsonString);
// _channelSetting = mytest;
// Debug.Log("名字:" + _channelSetting.ChannelName);
// }
//}
/// <summary>
/// 写入方法
/// </summary>
/// <param name="channelStr">渠道名称</param>
public static void WriteChannelJson(string channelStr)
{
if (File.Exists(JsonPath))
{
_channelSetting.ChannelName = channelStr;
string jsonSet = JsonUtility.ToJson(_channelSetting);
File.WriteAllText(JsonPath, jsonSet);
}
}
}
public struct ChannelSetting
{
public string ChannelName;
}
unity在编辑模式下修改json文件
最新推荐文章于 2024-08-09 16:05:56 发布