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  • Unity3d- 资源

    Data与Resources文件夹
    一般只读文件放到Resources目录
    Data用于新建的文件或者要修改的文件
    =================================================================

    Unity默认的Resource加载
      保存和读取资源的 最简单的 方式了。但是 如果想让资源在编译后不改变,只能这样做。
      因为这里面的内容会 组合并编译到resource.assets文件(此文件可以在编译过的游戏的Data文件中找到)
      可以从编译过的项目文件Resource.assets中去加载

    用法
      //Texture2D  (Texture2D)Resouce.Load(fileName);
      //文本资源      (TextAsset)Resouce.Load("ddd");
                           读取文本内容  TestAsset.text
      //声音             (AudioClip)Resouce.Load();

    ==========================================================

    加载编译之后的文件

    using System.IO;
    using UnityEngine;
    using System.Collections;
    
    public class temp : MonoBehaviour
    {
        private string fileName = "a.jpg";
        private string url;
        private Texture2D externalImage;
        // Use this for initialization
        void Start()
        {
            url = "file:" + Application.dataPath;
            url = Path.Combine(url, "Resources");
            url = Path.Combine(url, fileName);
    
            StartCoroutine(LoadWWW());
        }
    
        private IEnumerator LoadWWW()
        {
            yield return 0;
            WWW www=new WWW(url);
            yield return www;
            externalImage = www.texture;
        }
        // Update is called once per frame
        void Update()
        {
    
        }
    }

    需要System.IO类
    www类的对象时以“file:"开头的URL,
    使用Path.Combine()而不是 ”   /“以避免跨平台的问题

    WWW和资源内容
    WWW类定义了几个不同的属性和方法 用于把下载的资源 文件 数据提取到变量中
    .text 只读 web数据作为string类型返回
    .texture 只读 作为Texture2D类型返回
    .GetAudioClip() 方法 作为AudioClip对象类型返回

    =======================================================

    通过从互联网 下载文件与加载外部资源文件
    从服务器下载

    using UnityEngine;
    using System.Collections;
    
    public class temp : MonoBehaviour
    {
        private string url="http://www.packtpub.com/sites/default/files/packt_logo.png";
        private Texture2D externalImage;
        // Use this for initialization
        void Start()
        {
            StartCoroutine(LoadWWW());
        }
    
        private void OnGUI()
        {
            GUILayout.Label("url="+url);
            GUILayout.Label(externalImage);
        }
        private IEnumerator LoadWWW()
        {
            yield return 0;
            WWW imageFile=new WWW(url);
            yield return imageFile;
            externalImage = imageFile.texture;
        }
        // Update is called once per frame
        void Update()
        {
    
        }
    }

    ==========================================================

    使用外部文本文件和XML数据
    最简单的是TextAsset 共有变量(编译后数据文件不再改变的情况下适用)

     public TextAsset DataTestAsset;
        private string textData;
    
        void Start()
        {
            textData = DataTestAsset.text;
        }

    C#文件流加载外部文本文件

    using System;
    using UnityEngine;
    using System.Collections;
    using System.IO;
    public class FileReadWriteManager
    {
        public void WriteTextFile(string pathAndName, string stringData)
        {
            //remove file ,if exists
            FileInfo textFile=new FileInfo(pathAndName);
            if (textFile.Exists)
            {
                textFile.Delete();
            }
            //create new empty file
            StreamWriter writer;
            writer = textFile.CreateText();
            //write text to file
            writer.Write(stringData);
            writer.Close();
        }
    
        public string ReadTextFile(string pathAndName)
        {
            string dataAsString = "";
            try
            {
                //open text file
                StreamReader textReader = File.OpenText(pathAndName);
                //read content
                dataAsString = textReader.ReadToEnd();
                textReader.Close();
            }
            catch (Exception e)
            {
                
            }
            return dataAsString;
        }
    }

    调用示例

    private string fileName = "cities.txt";
        private string filePath = "";
        private FileReadWriteManager fileReadWriteManager=new FileReadWriteManager();
        void Start()
        {
            filePath = Path.Combine(Application.dataPath, "Resources");
            filePath = Path.Combine(filePath, fileName);
            string textContent = fileReadWriteManager.ReadTextFile(filePath);
        }
     private string fileName = "hello.txt";
        private string foleName = "Data";
        //需要在Project面板中创建一个Data目录文件夹
        private string filePath = "";
        private FileReadWriteManager fileReadWriteManager=new FileReadWriteManager();
        void Start()
        {
            filePath = Application.dataPath + Path.DirectorySeparatorChar + fileName;
            string textData = "abc
     def";
    
            fileReadWriteManager.WriteTextFile(filePath, textData);
            filePath = Path.Combine(filePath, fileName);
            string textContent = fileReadWriteManager.ReadTextFile(filePath);
        }
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  • 原文地址:https://www.cnblogs.com/naiking/p/4091883.html
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