对unity自带JsonUtility的简单封装
作者:互联网
对unity自带JsonUtility的简单封装
using UnityEngine;
using System.IO;
/// <summary>
/// json封装类
/// </summary>
public class MyJson : Singleton<MyJson>
{
/// <summary>
/// 加载数据出来
/// </summary>
/// <typeparam name="T">加载数据类型</typeparam>
/// <param name="FilePath">相对于Assets文件夹的路径</param>
/// <returns>加载出来的数据类</returns>
public T LoadDataFrom<T>(string FilePath)
{
string t = Application.dataPath + FilePath;
if (!File.Exists(t))
{
return default(T);
}
T obj = JsonUtility.FromJson<T>(File.ReadAllText(t));
return obj;
}
/// <summary>
/// 存储数据进去
/// </summary>
/// <typeparam name="T">存储数据类型</typeparam>
/// <param name="Data">存储的数据变量</param>
/// <param name="FilePath">相对于Assets文件夹的路径</param>
public void SaveDataTo<T>(T Data, string FilePath)
{
string t = Application.dataPath + FilePath;
if (!File.Exists(t))
{
File.Create(t).Dispose(); //dispose:释放占用
}
//File.AppendAllText(t, JsonUtility.ToJson(Data));
File.WriteAllText(t, JsonUtility.ToJson(Data));
}
}
标签:封装,string,FilePath,unity,File,JsonUtility,Data,public 来源: https://blog.csdn.net/qq_44013675/article/details/114730155