Unity发布后资源路径问题(XML反序列化)

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前些天将在windows上做好的程序发布一个Android版本,要拿出去给人家看看,本来最初我是做了针对各个平台的xml反序列化的,按照网上大多数说的路径如下:

根目录:StreamingAssets文件

#if UNITY_EDITOR
string filepath = Application.dataPath +"/StreamingAssets"+"/my.xml";
#elif UNITY_IPHONE
string filepath = Application.dataPath +"/Raw"+"/my.xml";
#elif UNITY_ANDROID
string filepath = "jar:file://" + Application.dataPath + "!/assets/"+"/my.xml; //只是文件看似在那里,并不能直接使用
#endif

发布一个apk出来,将其解压,发现跟网上说的路径是一致的,但是Android真机上就是读取不了,后来用File exists查看,返回false,就是说找不到这个文件,当时很纳闷,路径看上去应该没错的,怎么就不行呢,后来查到Android好像不能通过这个路径读取,在真机中文件都是以包的形式存在的,所以只能通过resource load 或者www的方式获取了然后再读出来。我选择了WWW的方式读取相关资源文件

我的项目的相关xml在assets/StreamingAssets/AssetBundles/下,(记住:要想读取到必须放到StreamingAssets下)

针对各个平台的xml反序列化相关代码如下:

using System;
using System.IO;
using System.Xml.Serialization;
using UnityEngine;
using System.Text;
using Game.Jeson.Utils;

namespace Game.Jeson.Utils
{
    public class SerializeXmlUtils
    {
        FileInfo fileInfo;
        string _data;
        string _filename;

        /// <summary>
        /// 读取/StreamingAssets/AssetBundles/文件夹下指定的文件
        /// </summary>
        /// <param name="filename">文件名,如果文件所在目录是AssetBundles的子目录,则必须带上</param>
        /// <returns></returns>
        public static Stream LoadXML(string filename)
        {
            MemoryStream memoryStream = null;
            string data = string.Empty;
            string fullFileName = filename;
            FileInfo fileInfo = null;

            if (Application.platform == RuntimePlatform.IPhonePlayer)
            {
                fullFileName = Application.dataPath + "/Raw/AssetBundles/" + filename;
                fileInfo = new FileInfo(fullFileName);
                StreamReader r = fileInfo.OpenText();
                data = r.ReadToEnd();
                r.Close();
            }
            else if (Application.platform == RuntimePlatform.Android)
            {
                fullFileName = Application.streamingAssetsPath + "/AssetBundles/" + filename;

                // WWW类会即时返回,导致后面于此相关的操作就会失败
                // 我们读文件的时候还是需要阻塞,不然真心坑爹
                //StartCoroutine(LoadWWW());
                WWW www = new WWW(fullFileName);
                while (www.error == null && !www.isDone) ;
                data = www.text;
            }
            else
            {
                fullFileName = Application.dataPath + "/StreamingAssets/AssetBundles/" + filename;
                fileInfo = new FileInfo(fullFileName);
                StreamReader r = fileInfo.OpenText();
                data = r.ReadToEnd();
                r.Close();
            }
            if (data.ToString() != string.Empty)
            {
                byte[] byteArray = System.Text.Encoding.UTF8.GetBytes(data);
                memoryStream = new MemoryStream(byteArray,true);
            }

            return memoryStream;
        }

        /// <summary>
        /// 将指定的xml文件反序列化为对象
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <returns></returns>
        public static T DeserializeXml<T>(string path) where T : class
        {
            MemoryStream memoryStream = SerializeXmlUtils.LoadXML(path) as MemoryStream;

            //Debug.LogError("memoryStream == null ? " + (memoryStream == null));
            if (memoryStream == null) return null;

            T t;

            try
            {
                XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));

                T t1 = xmlSerializer.Deserialize(memoryStream) as T;

                if (t1 == null)
                {
                    return (T)null;
                }
                else
                {
                    t = t1;
                }
            }
            catch (Exception)
            {
                return (T)null;
            }
            finally
            {
                memoryStream.Close();
            }
            return t;
        }
    }
}
原文链接:https://www.f2er.com/xml/297478.html

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