複製代碼
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public
void Start(){ StartCoroutine(ontest()); } IEnumerator
ontest(){ string
persistentDataPath = Application.persistentDataPath +"/01.txt"; Debug.Log("
persistentDataPath : "+persistentDataPath); if(!File.Exists(persistentDataPath)){ string
fileName = Application.streamingAssetsPath + "/01.txt"; Debug.Log("
fileName :"+fileName); if(File.Exists(fileName)){ WWW
www = new WWW(fileName); yield
return www; if(!string.IsNullOrEmpty(www.error)){ Debug.Log("==============load
not error=========="); }else{ Debug.Log("=============load
error=========="); yield
break; } if(www.isDone){ Debug.Log("==============isDone=========="); File.WriteAllBytes(persistentDataPath,www.bytes); }else{ Debug.Log("==============not
isDone=========="); } }else{ Debug.Log(fileName
+" is not exists"); } }else{ Debug.Log(persistentDataPath+"
is exists"); } } |
adb logcat -s Unity 打印的結果
android 如上 無法用File.Exits(path) 判斷文件是否存在(據說ios可以)
只能用www加載.
- #if UNITY_ANDROID
- IEnumerator Start()
- {
- string fullName = "jar:file://" + Application.dataPath + "!/assets/test.txt";
- WWW www = new WWW(fullName);
- yield return www;
- //加載完成後處理,有點delay
- print(www.text)
- }
- #else
- void Start ()
- {
- //Windows處理
- }
- #endif