一、记录
只是记录,现在在项目中删除掉了。先保留下来,以飨来着!!当然有包括自己。
二、读取配置的代码
简单粗暴
[ExecuteInEditMode]
public class Config : MonoBehaviour { private static ConfigFile pConf = null; public static ConfigFile ConfReference { get { if (pConf == null) { string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "JsonConfig/Config.slqj"); if (string.IsNullOrEmpty(filePath)) { return null; } if (File.Exists(filePath)) { string text = File.ReadAllText(filePath); #if UNITY_EDITOR Debug.Log(text); #else Debug.logger.logEnabled = false; #endif pConf = JsonUtility.FromJson<ConfigFile>(text); } } return pConf; } } } [Serializable] public class ConfigFile { // server public string ServerIP; // gun public int SecondGunAmmoNum; public int ThirdGunAmmoNum; //player public float MoveSpeedMultiplier; // 移动速度倍率 public float CamMinDamping; public int PlayerLifeNum; // 玩家生命数 public int PlayerHP; // 玩家重生血值 // HardwareConf public float DeadAreaThrold; public int FilterStep; // 滤波步长 public int joyStickIndex = 0; // 开枪按键 public float renderScale; // 渲染缩放 public bool IsUseOptics; // 是否使用光学定位 public bool IsUseDebug; // 是否显示FPS 输入位置 玩家位置 public int BlueEnemyCount;//蓝方敌人数量 public int RedEnemyCount;//红方敌人数量 public int GameReadyTime;//游戏准备倒计时 public bool IsNetWorkVersion; // 是否为联网版本 }
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三、保存Json文件
代码:
void Save2File()
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "JsonConfig/pConfig.json"); string text = ""; FileInfo file = new FileInfo(filePath); if (file.Exists) { text = JsonUtility.ToJson(NetWorkManager.config); StreamWriter w = new StreamWriter(filePath); w.Write(text); w.Close(); } }
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——–THE—————END———————