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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using ScrewsMaster;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Networking;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Roy
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{
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public class FileNetworkManager : BaseManager<FileNetworkManager>
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{
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private readonly string _copyFolderPath;
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private readonly string _configFolderPath;
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public const string FolderName = "Configs";
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public const string FolderLabel = "config";
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public FileNetworkManager()
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{
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_copyFolderPath = Path.Combine(Application.streamingAssetsPath, FolderName);
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_configFolderPath = Path.Combine(Application.persistentDataPath, FolderName);
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}
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public string GetConfigFOlderPath()
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{
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return _configFolderPath;
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}
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// 示例解析文件列表方法(你可以根据实际需求实现)
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List<string> ParseFileList(string data)
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{
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// 假设 data 是文件列表的文本,解析文件名
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// 根据实际情况解析,例如通过换行符分割
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return data.Split(new[] { '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries).ToList();
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}
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public void CopyStreamingAssetsToPersistentDataPath(Action<bool> onComplete = null)
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{
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// 如果目标文件夹不存在,创建它
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if (!Directory.Exists(_configFolderPath))
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{
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Directory.CreateDirectory(_configFolderPath);
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}
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CrazyAsyKit.StartCoroutine(CopyFile(onComplete));
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// // 获取StreamingAssets中的文件,排除后缀为.meta的文件
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// var files = Directory.GetFiles(_copyFolderPath)
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// .Where(file => !file.EndsWith(".meta")) // 过滤 .meta 文件
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// .ToList(); // 转换为列表以方便使用
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//
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// if (files.Count == 0)
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// {
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// onComplete?.Invoke(true); // 如果没有文件,直接回调成功
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// return;
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// }
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//
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// // 使用计数器来跟踪完成的文件复制
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// int completedCount = 0;
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//
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// foreach (var file in files)
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// {
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// string fileName = Path.GetFileName(file);
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// string sourceFilePath = file; // 原始文件路径
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// string destFilePath = Path.Combine(_configFolderPath, fileName);
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//
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// // 读取并写入文件
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// CrazyAsyKit.StartCoroutine(CopyFile(sourceFilePath, destFilePath,
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// (result) =>
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// {
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// completedCount++;
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// // 如果所有文件都已复制完成,调用回调
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// if (completedCount == files.Count)
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// {
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// onComplete?.Invoke(true);
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// }
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// }));
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// }
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}
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private IEnumerator CopyFile(Action<bool> onComplete = null)
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{
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var handle = Addressables.LoadResourceLocationsAsync(FolderLabel);
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yield return handle;
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if (handle.Status == AsyncOperationStatus.Succeeded)
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{
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// 查找以 ".json" 结尾的文件
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var jsonLocation = handle.Result.FirstOrDefault(loc => loc.PrimaryKey.EndsWith(".json"));
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if (jsonLocation != null)
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{
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var jsonFileName = Path.GetFileName(jsonLocation.PrimaryKey);
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// 加载 JSON 文件
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var textAssetAsync = Addressables.LoadAssetAsync<TextAsset>(jsonLocation);
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yield return textAssetAsync;
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if (textAssetAsync.Status == AsyncOperationStatus.Succeeded)
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{
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TextAsset jsonFile = textAssetAsync.Result;
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Debug.Log("Loaded JSON content: " + jsonFile.text);
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string destFilePath = Path.Combine(_configFolderPath, jsonFileName);
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File.WriteAllBytes(destFilePath, jsonFile.bytes);
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onComplete?.Invoke(true);
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}
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else
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{
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Debug.LogError("Failed to load JSON file");
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onComplete?.Invoke(false);
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}
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}
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else
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{
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Debug.LogError("No JSON file found in folder");
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onComplete?.Invoke(false);
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}
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}
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else
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{
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Debug.LogError("Failed to load folder resources");
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onComplete?.Invoke(false);
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}
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}
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private IEnumerator CopyFile(string sourceFile, string destFile, Action<bool> onComplete = null)
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{
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string filePath = "file://" + sourceFile;
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using (UnityWebRequest www = UnityWebRequest.Get(filePath))
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{
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yield return www.SendWebRequest();
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if (www.result == UnityWebRequest.Result.Success)
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{
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File.WriteAllBytes(destFile, www.downloadHandler.data);
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Debug.Log($"File copied to {destFile}");
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onComplete?.Invoke(true);
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}
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else
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{
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Debug.LogError("Failed to copy file: " + www.error);
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onComplete?.Invoke(false);
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}
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}
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}
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/// <summary>
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/// 读取或下载
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/// </summary>
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/// <param name="path"></param>
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/// <param name="callback"></param>
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public void ReadData(string path, Action<string> callback)
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{
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CrazyAsyKit.StartCoroutine(ReadDataEnumerator(path, callback));
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}
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/// <summary>
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/// 读取或下载
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/// </summary>
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/// <param name="path"></param>
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/// <param name="callback"></param>
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/// <returns></returns>
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private IEnumerator ReadDataEnumerator(string path, Action<string> callback)
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{
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string fullPath;
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// 判断是网络URL还是本地文件路径
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if (path.StartsWith("http://") || path.StartsWith("https://"))
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{
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fullPath = path; // 网络URL
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}
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else
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{
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// 本地文件路径
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fullPath = "file://" + path;
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}
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// 使用UnityWebRequest读取数据
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using (UnityWebRequest webRequest = UnityWebRequest.Get(fullPath))
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{
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yield return webRequest.SendWebRequest();
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if (webRequest.result == UnityWebRequest.Result.ConnectionError || webRequest.result == UnityWebRequest.Result.ProtocolError)
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{
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Debug.LogError($"Error while reading file: {webRequest.error} path: {fullPath}");
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callback?.Invoke(null); // 返回null表示出错
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}
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else
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{
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string data = webRequest.downloadHandler.text;
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Debug.Log($"Data read successfully: {data}");
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callback?.Invoke(data); // 通过回调传出数据
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}
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}
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}
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/// <summary>
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/// 将内容写入指定文件,并删除原有文件。
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/// </summary>
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/// <param name="folderName">文件夹名称</param>
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/// <param name="fileName">文件名称</param>
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/// <param name="content">要写入的内容</param>
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public void WriteToPersistentData(string folderName, string fileName, string content)
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{
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// 获取持久化数据路径
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string folderPath = Path.Combine(Application.persistentDataPath, folderName);
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// 如果文件夹不存在,则创建它
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if (!Directory.Exists(folderPath))
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{
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Directory.CreateDirectory(folderPath);
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}
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// 删除原有文件
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var existingFiles = Directory.GetFiles(folderPath);
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foreach (var file in existingFiles)
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{
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File.Delete(file);
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}
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// 完整文件路径
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string filePath = Path.Combine(folderPath, fileName);
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// 写入新文件
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File.WriteAllText(filePath, content);
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Debug.Log($"File written to: {filePath}");
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}
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/// <summary>
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/// 提取指定目录下所有文件文件名
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/// </summary>
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/// <param name="subdirectory"></param>
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/// <returns></returns>
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public string[] GetFileNamesFromPersistentDataPath(string subdirectory)
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{
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string directoryPath = Path.Combine(Application.persistentDataPath, subdirectory);
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if (Directory.Exists(directoryPath))
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{
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// 获取目录中的所有文件名
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return Directory.GetFiles(directoryPath)
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.Select(Path.GetFileName) // 只提取文件名
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.ToArray();
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}
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else
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{
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Debug.LogWarning($"Directory does not exist: {directoryPath}");
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return new string[0]; // 返回空数组
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}
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}
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}
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}
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