public FileStream(string path, FileMode mode)
FileMode成员:
(1)Append 打开现有文件并查找到文件尾,或创建新文件。FileMode.Append 只能同 FileAccess.Write 一起使用。
(2)Create 创建新文件(如果文件不存在)。如果文件已存在,它将被改写。这要求 FileIOPermissionAccess.Write。FileMode.Create 等效于这样的 请求:如果文件不存在,则使用 CreateNew;否则使用 Truncate。
(3)CreateNew 创建新文件。此操作需要 FileIOPermissionAccess.Write 。如果文件已存在,则将引发 IOException。
(4)Open 打开现有文件。打开文件的能力取决于 FileAccess 所指定的值。如果该文件不存在,则引发 System.IO.FileNotFoundException。
(5)OpenOrCreate 打开文件(如果文件存在);否则,创建新文件。如果用 FileAccess.Read 打开文件,则需FileIOPermissionAccess.Read。
(6)Truncate 打开现有文件。文件一旦打开就将被截断为零字节大小。此操作需要FileIOPermissionAccess.Write。试图从使用Truncate 打开的文件中进行读取将导致异常。
FileStream fs = new FileStream(@"D:\a.txt", FileMode.Create);
public FileStream(string path, FileMode mode, FileAccess access)
使用指定的路径、创建模式和读/写权限初始化 FileStream 类的新实例。
FileAccess成员:
(1)Read 对文件的读访问。可从文件中读取数据。同 Write 组合即构成读写访问权。
(2)ReadWrite 对文件的读访问和写访问。可从文件读取数据和将数据写入文件。
(3)Write 文件的写访问。可将数据写入文件。同 Read 组合即构成读/写访问权。
FileStream fs =
new FileStream(@"D:<span style="font-size:12px;">\a.txt", FileMode.Create, FileAccess.ReadWrite);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml;
using System.IO;
using LitJson;
using UnityEngine.UI;
using System.Text;
public class Manager : MonoBehaviour
{
string path;
AssetBundle a;
Texture2D t;
string str;
Sprite s;
public GameObject cube;
IEnumerator Start()
{
//WWW www = new WWW(path);
//yield return www;
//a = www.assetBundle;
//t = www.texture;
//if (www != null && string.IsNullOrEmpty(www.error))
//{
// s = Sprite.Create(t, new Rect(0, 0, t.width, t.height), Vector2.zero);
//}
#region www
WWW www1 = new WWW("file://" + Application.dataPath + "/Pic/airplane.png");
yield return www1;
Texture2D texture2D1 = www1.texture;
cube.GetComponent<Renderer>().material.mainTexture = texture2D1;
#endregion
#region Xml Create
//XmlDocument xml = new XmlDocument();
//XmlReaderSettings set = new XmlReaderSettings();
//set.IgnoreComments = true;//忽视xml的注释文档
//xml.Load(XmlReader.Create(path, set));
//XmlDocument xml1 = new XmlDocument();
//WWW www1 = new WWW(path);
//yield return www1;
//xml1.LoadXml(www1.text);
#endregion
byte[] b = Encoding.UTF8.GetBytes("");
string s = Encoding.UTF8.GetString(b);
string json = @"
{
""Name"" : ""Thomas More"",
""Age"" : 57,
""Birthday"" : ""02/07/1478 00:00:00""
}";
JsonData jd = JsonMapper.ToObject(json);
//print("Name=" + (string)jd["Name"]);
//print("Age=" + (int)jd["Age"]);
//print("Birthday=" + (string)jd["Birthday"]);
Object prefab = Resources.Load("MyPrefab/Prefab01");
TextAsset textAsset = (TextAsset)Resources.Load("Json01");
jd = JsonMapper.ToObject(textAsset.text);
print(textAsset.text);
print("Name=" + (string)jd["Name"]);
print("Age=" + (int)jd["Age"]);
print("Birthday=" + (string)jd["Birthday"]);
print("Thumbnail[0]=" + (string)jd["Thumbnail"][0]["Url"]);
print("Thumbnail[1][Height][Width]=" + (string)jd["Thumbnail"][1]["Height"] + " " + (string)jd["Thumbnail"][1]["Width"]);
print("SelfSpeak=" + (string)jd["SelfSpeak"]);
print(jd["Thumbnail"].Count);
//存数据
JsonWriter writer = new JsonWriter();
writer.WriteArrayStart();
writer.Write("one");
writer.Write("one1");
writer.Write("one2");
writer.Write("one3");
writer.WriteArrayEnd();
#region JsonWriter
//存数据1
StringBuilder sb = new StringBuilder();
writer = new JsonWriter(sb);
writer.WriteObjectStart();
writer.WritePropertyName("Name");
writer.Write("yusong");
writer.WritePropertyName("Age");
writer.Write(26);
writer.WritePropertyName("Girl");
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("name");
writer.Write("ruoruo");
writer.WritePropertyName("age");
writer.Write(24);
writer.WriteObjectEnd();
writer.WriteObjectStart();
writer.WritePropertyName("name");
writer.Write("momo");
writer.WritePropertyName("age");
writer.Write(26);
writer.WriteObjectEnd();
writer.WriteArrayEnd();
writer.WriteObjectEnd();
Debug.Log(sb.ToString());
#endregion
jd = JsonMapper.ToObject(sb.ToString());
Debug.Log("name = " + (string)jd["Name"]);
Debug.Log("Age = " + (int)jd["Age"]);
JsonData jdItems = jd["Girl"];
for (int i = 0; i < jdItems.Count; i++)
{
Debug.Log("Girl name = " + jdItems[i]["name"]);
Debug.Log("Girl age = " + (int)jdItems[i]["age"]);
}
print("................................................................");
print(sb.ToString());
string JsonStringData = sb.ToString();
string str = JsonMapper.ToJson(jd);
print(str);
byte[] bts = Encoding.UTF8.GetBytes(str);
print(sb.GetType());
print(Application.dataPath);
string FolderName = Application.dataPath + "/MyFolderExp";
//创建文件夹
if (!Directory.Exists(FolderName))
{
print(111111);
Directory.CreateDirectory(FolderName);
print(Directory.Exists(FolderName));
print(456);
}
//创建文件
if (!File.Exists(FolderName + "/myJson.json"))
{
File.Create(FolderName + "/myJson.json");
print(File.Exists(FolderName + "/myJson.json"));
}
FileInfo fileInfo = new FileInfo(FolderName + "/myJson.json");
//print(fileInfo.ToString());
//FileStream fs = fileInfo.OpenRead();print(fs);
FileStream fileInfo1 = new FileStream(FolderName + "/myJson.json", FileMode.Open);
fileInfo1.Write(bts, 0, bts.Length);
if (fileInfo1 != null)
{
fileInfo1.Close();
}
FileStream file = new FileStream(FolderName + "/myJson1.json", FileMode.Create);
//FileStream file1 = new FileStream(FolderName + "/myJson1.json", FileMode.OpenOrCreate);
file.Write(bts, 0, bts.Length);
if (file != null)
{
file.Close();
}
//path = Application.dataPath + "/MyFolderExp/myJson1.json";
//FileStream myfs = new FileStream(path,FileMode.Append);//写入 增加
//byte[] myByte = System.Text.Encoding.UTF8.GetBytes("123456");
//myfs.Write(myByte, 0, myByte.Length);
//FileStream myfs1 = new FileStream(path, FileMode.Open);//读取
//int myfsLen = (int)myfs1.Length;
//myByte = new byte[myfsLen];
//int r = myfs1.Read(myByte, 0, myByte.Length);
//string str3 = System.Text.Encoding.UTF8.GetString(myByte);
//print(str3);
if (File.Exists(path))
{
StreamWriter streamwrite = new StreamWriter(path);
streamwrite.WriteLine("木子屋");
streamwrite.WriteLine("http://www.mzwu.com/");
streamwrite.Write("2008-04-13");
streamwrite.Close();
StreamReader streamreader = new StreamReader(path);
print(streamreader.ReadLine());
print(streamreader.ReadToEnd());
streamreader.Close();
}
//存数据2
//JSONObject jsonobject = new JSONObject();
//Unity 保存Json数据到本地文件http://blog.youkuaiyun.com/u014076894/article/details/52238348
string jsonData = System.Text.Encoding.UTF8.GetString(textAsset.bytes, 3, textAsset.bytes.Length - 3);//这句话的效果其实就是在Notepad++中以UTF-8无BOM格式编码相同的效果
//print(textAsset.text);
jd = JsonMapper.ToObject(textAsset.text);
JsonReader Reader = new JsonReader(textAsset.text);
//while(Reader.Read())
//{
// print(Reader.Token )
//}
//JsonReaderWriterFactory
string str1 = textAsset.text;
//print(jd);
//print(str);
Texture2D texture2D = Resources.Load("Test1") as Texture2D;
Sprite sprite = Resources.Load("Test1") as Sprite;
//FileInfo file = new FileInfo(path);
//if (file.Exists) { }
//if (file != null) { }
#region StreamReader读取文件(Json) 太繁琐,老旧,弃用
//StreamReader sr = File.OpenText(Application.dataPath + "/Resources/Json1.json");
//StringBuilder jsonArrayText_tmp = new StringBuilder();
//string input = null;
//while ((input = sr.ReadLine()) != null)
//{
// jsonArrayText_tmp.Append(input);
//}
//sr.Close();
//string jsonArrayText = jsonArrayText_tmp.Replace(" ", "").ToString();
#endregion
#region Resources.Load读取文件
//TextAsset textasset = Resources.Load<TextAsset>("Json1");
//JsonData jsondata = JsonMapper.ToObject(textasset.text);
#endregion
}
public void odd()
{
}
}