【原】unity3D ios 退出保存数据

转载请注明出处:http://www.cnblogs.com/U-tansuo/archive/2012/07/11/U_tansuo.html

纠正一点错误(注意看一下红字部分)  UnitySendMessage回调unity中的函数,但是这个回调需要一定的时间响应,假如在UnitySendMessage后面立即 UnityPause(true);就会导致unity程序立即暂停,引发回调的函数未被执行。所以采用 [self performSelector:@selector(waitSaveData) withObject:nil afterDelay:1]; 延迟1秒钟在调用暂停可以确保数据保存

双击Home键退出程序调用此函数 实现数据保存

- (void) applicationWillResignActive:(UIApplication*)application
{
    printf_console("-> applicationDidResignActive()\n");
    UnitySendMessage("data", "SaveDataIOS", @"AchievementData.txt".UTF8String);//新添加代码回调unity中data物体上的SaveDataIOS函数 SaveDataIOS函数实现文件保存
  [self performSelector:@selector(waitSaveData) withObject:nil afterDelay:1];
    _didResignActive = YES;
}

-(void)waitSaveData{
    UnityPause(true);
}

 

双击Home 启动应用程序进入此函数 读取数据

- (void) applicationDidBecomeActive:(UIApplication*)application
{
    printf_console("-> applicationDidBecomeActive()\n");
    if (_didResignActive)
    {
        UnityPause(false);
        UnitySendMessage("data", "ReadDataIOS", @"data.txt".UTF8String);//新添加代码回调unity中data物体上的ReadDataIOS函数 ReadDataIOS函数实现文件读取
    }
}

 


辅助函数 获取路径

public string JsonPath
    {
        get{   
            string    path=null;
            if(Application.platform==RuntimePlatform.IPhonePlayer)
            {
                path= Application.dataPath.Substring (0, Application.dataPath.Length - 5);
                path = path.Substring(0, path.LastIndexOf('/'))+"/Documents/"; 
            }
  else if(Application.platform==RuntimePlatform.Android)
            {
                path= Application.persistentDataPath+"/";
            }
else { path=Application.dataPath+"/Resource/GameData/"; } return path; } }

根据平台 获取存放文件路径 为ios设备存储到Documents文件夹下

读文件:

public void LoadDataWithFile(string txtName)
    {
        string path=JsonPath+txtName;
       
        if(File.Exists(path))
        {
            FileStream  fs=new  FileStream(path,FileMode.Open);
            StreamReader sr=new StreamReader(fs);
            FileData = JsonMapper.ToObject(sr.ReadToEnd());
            sr.Close();
            fs.Close();

       }
        else
        {
            Debug.Log("No json ");
        }  
    }

写文件

    public void WriteDataWithFile(string txtName,string content)
    {
        string path=JsonPath+txtName;
        FileStream fs;
        if(!File.Exists(path))
        {
            fs=new  FileStream(path,FileMode.Create);
        }
        else
        {
            fs=new  FileStream(path,FileMode.Truncate);//注意对存在文件内容替换
        }
        StreamWriter sw=new StreamWriter(fs);
        sw.Write(content);
        sw.Close();
        fs.Close();  
    }

 

 

 

posted @ 2012-07-11 00:13  U_探索  阅读(3412)  评论(0编辑  收藏  举报