主要用於將StreamingAssets文件拷貝到persistentDataPath路徑下,應為比較簡單我就直接上代碼了。
using System.IO;
using UnityEngine;
using System;
/// <summary>拷貝文件</summary>
public class CopyFiles
{
/// <summary>
/// 拷貝文件到指定路徑(需要加文件后綴)
/// </summary>
/// <param name="pStrFilePath">需要拷貝文件的路徑</param>
/// <param name="pPerFilePath">拷貝到路徑</param>
/// <param name="finish">結束回調</param>
public static void Copy(string pStrFilePath, string pPerFilePath, Action<string> finish = null)
{
if (string.IsNullOrEmpty(pStrFilePath) || string.IsNullOrEmpty(pPerFilePath))
{
Debug.LogWarning("CopyFiles/Copy/" + "copy file wrong! file path is null!");
return;
}
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.OSXEditor)
{
pStrFilePath = @"file://" + pStrFilePath;
}
else if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer)
{
pStrFilePath = @"file:///" + pStrFilePath;
}
string[] tempPerFilePathArr = pPerFilePath.Split('/');
string tempPerFilePath = pPerFilePath.Replace(tempPerFilePathArr[tempPerFilePathArr.Length - 1], null);
if (!Directory.Exists(tempPerFilePath)) Directory.CreateDirectory(tempPerFilePath);
WWW ww = new WWW(pStrFilePath);
while (!ww.isDone) { Debug.Log(ww.progress); }
if (string.IsNullOrEmpty(ww.error))
{
var buffer = ww.bytes;
if (File.Exists(pPerFilePath))
File.Delete(pPerFilePath);
var ws = File.Create(pPerFilePath);
ws.Write(buffer, 0, buffer.Length);
ws.Close();
if (finish != null) finish(null);
Debug.Log("CopyFiles/Copy/" + "copy file success:" + pPerFilePath);
}
else
{
if (finish != null) finish(ww.error);
Debug.LogWarning("CopyFiles/Copy/" + "copy file wrong !!!! " + ww.error);
}
ww.Dispose();
}
}
代碼的使用:(下面代碼參考使用,涉及到其他模塊代碼我沒有貼出來,主要是先查找到需要下載資源的清單使用遞歸進行下載)
private int copyFileIndex = 0;
/// <summary>拷貝資源文件</summary>
private void CheckingAsset()
{
string localAssetListStr = ResoucesMgr.Instance.Load<TextAsset>(FilePaths.LocalAssetListPath, false).text;
CopyFileInfos localCopyFileInfos = JsonUtility.FromJson<CopyFileInfos>(localAssetListStr);
if (localCopyFileInfos == null || localCopyFileInfos.AssetListConfig == null || localCopyFileInfos.AssetListConfig.Count < 1)
{
LoadScene(ScenesName.MainScene);
return;
}
copyFileIndex = 0;
List<CopyFileInfo> localAssetListConfig = localCopyFileInfos.AssetListConfig;
CopyFile(localAssetListConfig);
}
private void CopyFile(List<CopyFileInfo> assetListConfig)
{
if (copyFileIndex > assetListConfig.Count - 1)
{
LoadScene(ScenesName.MainScene);
return;
}
CopyFileInfo info = assetListConfig[copyFileIndex];
string strFilePath = Application.streamingAssetsPath + "/" + info.FolderPath + "/" + info.Name;
string perFilePath = Application.persistentDataPath + "/" + info.FolderPath + "/" + info.Name;
CopyFiles.Copy(strFilePath, perFilePath, (error) =>
{
if (!string.IsNullOrEmpty(error))
{
DebugManager.LogWarning(GetType() + "/CopyFile()/ Copy file error! ErrorInfo:" + error);
}
if (copyFileIndex == assetListConfig.Count - 1) { LoadScene(ScenesName.MainScene); }
else
{
copyFileIndex++;
CopyFile(assetListConfig);
}
});
}
/// <summary>加載場景</summary>
private void LoadScene(string sceneName)
{
UserModel.IsCopyFile = true;
UserModel.NextSceneName = sceneName;
SceneManager.LoadScene(ScenesName.LoadScene);
}
PS:Unity2019對WWW棄用了,換成了新的API:UnityWebReques ;如果拷貝文件比較大需要知道拷貝進度可以加上進度回調,后期有時間在更改。
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