//讀取檔案夾内所有txt檔案
foreach (string subFile in Directory.GetFiles(PathHelper.AppHotfixResPath))
{
if (Path.GetExtension(subFile) == ".txt")
{
string name = Path.GetFileNameWithoutExtension(subFile);
if(name!= "Version")
{
FileStream aFile = new FileStream(subFile, FileMode.Open);
StreamReader sr = new StreamReader(aFile);
string text = sr.ReadToEnd();
ConfigDir.Add(name, text);
sr.Close();
aFile.Close();
}
}
//存儲檔案
private static void SaveMapJson(string mapName, string Json_info)
{
string exportPath = Path.Combine(PathHelper.AppHotfixResPath, mapName + ".txt");//獲得路徑
if (File.Exists(exportPath))
{
File.Delete(exportPath);
}
using (FileStream fs = new FileStream(exportPath, FileMode.Create))
{
StreamWriter sw = new StreamWriter(fs);
sw.Write(Json_info);
sw.Flush();
}
Debug.Log("資料儲存成功!!路徑:“"+ PathHelper.AppHotfixResPath+ "”");
UnityEditor.AssetDatabase.Refresh();
}