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UNITY3D 创建、读取、写入、修改TXT文本文件

来源: 2022/9/11      点击:


通过TextAsset类读取文档

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Demo : MonoBehaviour
{
    public TextAsset texttest;
    void Start()
    {
        Debug.Log(texttest.text);
    }
}

通过File类读取文件

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public class Demo : MonoBehaviour
{
    void Start()
    {
        string textTxtpath = File.ReadAllText(Application.streamingAssetsPath + "/test.txt");
        Debug.Log(textTxtpath);
    }
}

也可以使用File类的ReadAllLines()函数,将这个文档按照一行一行进行全部读取:


using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string[] textTxt = File.ReadAllLines(Application.streamingAssetsPath + "/TextRead.txt");
        for (int i = 0; i < textTxt.Length; i++)
        {
            Debug.Log(textTxt[i]);
        }
    }
}
上面两个函数都各自有一个重载函数:



public static string[] ReadAllLines(string path);
public static string[] ReadAllLines(string path, Encoding encoding);
public static string ReadAllText(string path, Encoding encoding);
public static string ReadAllText(string path);

可以以设定的文档格式打开文档。


以文件流的形式读取文档


通过IO命名空间下的FileStream类进行读取文档数据:

这是第一种方式,通过FileStream类的实例化方法去加载文件:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        //文件流形式读取文档
        using (FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read))
        {
            byte[] bytes = new byte[fs.Length];
            fs.Read(bytes, 0, bytes.Length);
            fs.Close();
            string str= Encoding.UTF8.GetString(bytes);
            Debug.Log(str);
        }
    }
}
还可以通过File类的OpenRead()函数加载文档:



using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        //文件流形式读取文档
        using (FileStream fs = File.OpenRead(Application.streamingAssetsPath + "/TextRead.txt"))
        {
            byte[] bytes = new byte[fs.Length];
            fs.Read(bytes, 0, bytes.Length);
            fs.Close();
            string str = Encoding.UTF8.GetString(bytes);
            Debug.Log(str);
        }
    }
}

以流形式读取文档

通过IO命名空间下的StreamReader类以流形式读取文档:



using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        //流形式读取文档
        using (StreamReader sr = new StreamReader(path))
        {
            string content = sr.ReadToEnd();
            sr.Close();
            sr.Dispose();
            Debug.Log(content);
        }
    }
}
还可以使用File类的OpenText()函数以流形式读取文档:



using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        //流形式读取文档
        using (StreamReader sr = File.OpenText(path))
        {
            string content = sr.ReadToEnd();
            sr.Close();
            sr.Dispose();
            Debug.Log(content);
        }
    }
}

修改数据保存文档  通过File类写入数据

还记得怎么读取数据吗?
File.ReadAllText()函数及ReadAllLines()函数
那么写入数据就使用:
File.WriteAllText()函数及ReadWriteLines()函数



using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        File.WriteAllText(path, "测试数据");
    }
}
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        string[] content = { "测试数据1", "测试数据2", "测试数据3" };
        File.WriteAllLines(path, content);
    }
}
WriteAllText()是将整个文本保存到文档中。
ReadWriteLines()函数是将一个string数组保存到文档中。



通过文件流的形式写入数据

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        string content = "测试文档";
        //文件流形式读取文档
        using (FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Write))
        {
            byte[] bytes = Encoding.UTF8.GetBytes(content);
            fs.Write(bytes, 0, bytes.Length);
            fs.Close();
        }
    }
}

通过流形式写入数据

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class Demo5 : MonoBehaviour
{
    void Start()
    {
        string path = Application.streamingAssetsPath + "/TextRead.txt";
        string content = "测试文档";
        using (StreamWriter sr = new StreamWriter(path))
        {
            sr.WriteLine(content);
            sr.Close();
            sr.Dispose();
            Debug.Log(content);
        }
    }
}
这些读取的操作都需要引入IO命名空间。


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