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    UNITY3D讀寫CVS格(gé)式文件錄製與(yǔ)存儲數據手套數據

    2019/11/12      點擊:
    說明:

    1.寫入一(yī)個單元格時,如果含有逗號(hào),則需(xū)要將整個字(zì)段用雙引號括起來;如果(guǒ)裏麵還有雙引號就替換成兩個雙引號。

    2.寫入一行時,末尾要(yào)加上\r\n作為行分隔符。

    3.讀取時,也要根據上麵的寫入規則進(jìn)行解析。

    直接看代碼(mǎ):

    using System;
    using System.Collections.Generic;
    using System.IO;
    using System.Text;public class CSVTool {    private static char _csvSeparator = ',';
        private static bool _trimColumns = false;    //獲取一個單元格的寫(xiě)入格式
        public static string GetCSVFormat(string str)
        {
            string tempStr = str;
            if (str.Contains(","))
            {
                if (str.Contains("\""))
                {
                    tempStr = str.Replace("\"", "\"\"");
                }
                tempStr = "\"" + tempStr + "\"";
            }
            return tempStr;
        }    //獲(huò)取一行的寫(xiě)入格式(shì)
        public static string GetCSVFormatLine(ListstrList)
        {
            string tempStr = "";
            for (int i = 0; i < strList.Count - 1; i++)
            {
                string str = strList[i];
                tempStr = tempStr + GetCSVFormat(str) + ",";
            }
            tempStr = tempStr + GetCSVFormat(strList[strList.Count - 1]) + "\r\n";
            return tempStr;
        }    //解析一行
        public static ListParseLine(string line)
        {
            StringBuilder _columnBuilder = new StringBuilder();
            ListFields = new List();
            bool inColumn = false;  //是否是在一個列元素(sù)裏
            bool inQuotes = false;  //是否需要轉義
            bool isNotEnd = false;  //讀取完畢未結束轉義
            _columnBuilder.Remove(0, _columnBuilder.Length);
            //空(kōng)行(háng)也是一個空元素,一(yī)個逗(dòu)號是2個空元素
            if (line == "")
            {
                Fields.Add("");
            }
            // Iterate through every character in the line
            for (int i = 0; i < line.Length; i++)
            {
                char character = line[i];
                // If we are not currently inside a column
                if (!inColumn)
                {
                    // If the current character is a double quote then the column value is contained within
                    // double quotes, otherwise append the next character
                    inColumn = true;
                    if (character == '"')
                    {
                        inQuotes = true;
                        continue;
                    }
                }
                // If we are in between double quotes
                if (inQuotes)
                {
                    if ((i + 1) == line.Length)//這個字符已(yǐ)經結束了整行
                    {
                        if (character == '"') //正常轉義結束,且該行已經結束
                        {
                            inQuotes = false;
                            continue;     //當前字符不用(yòng)添加,跳(tiào)出後直結束後會添加該元素
                        }
                        else //異常結束,轉義未收尾
                        {
                            isNotEnd = true;
                        }
                    }
                    else if (character == '"' && line[i + 1] == _csvSeparator) //結束轉義,且後麵有(yǒu)可能還有(yǒu)數據
                    {
                        inQuotes = false;
                        inColumn = false;
                        i++; //跳(tiào)過下(xià)一個字符
                    }
                    else if (character == '"' && line[i + 1] == '"') //雙引號轉義(yì)
                    {
                        i++; //跳過下一個字符(fú)
                    }
                    else if (character == '"') //雙引號單獨出現(這種情況實際上已(yǐ)經是格式錯(cuò)誤(wù),為了(le)兼容可暫時不處理)
                    {
                        throw new Exception("格式錯(cuò)誤,錯誤(wù)的雙引號轉義");
                    }
                    //其他情況直接跳出,後麵正常添加(jiā)
                }
                else if (character == _csvSeparator)
                    inColumn = false;
                // If we are no longer in the column clear the builder and add the columns to the list
                if (!inColumn) //結束該元素時(shí)inColumn置為false,並且(qiě)不處理當(dāng)前字符,直接進(jìn)行Add
                {
                    Fields.Add(_trimColumns ? _columnBuilder.ToString().Trim() : _columnBuilder.ToString());
                    _columnBuilder.Remove(0, _columnBuilder.Length);
                }
                else // append the current column
                    _columnBuilder.Append(character);
            }
            //(標準格式一行結尾不需要逗號結尾,而上麵for是遇到逗號才添加的,為了(le)兼容還要添加一次)
            if (inColumn)
            {
                if (isNotEnd)
                {
                    _columnBuilder.Append("\r\n");
                }
                Fields.Add(_trimColumns ? _columnBuilder.ToString().Trim() : _columnBuilder.ToString());
            }
            else  //如果inColumn為false,說明已經添加,一個字符為分隔符,所以後麵要加上一個空(kōng)元(yuán)素
            {
                Fields.Add("");
            }
            return Fields;
        }
        //讀取文件(jiàn)
        public static ListRead(string filePath, Encoding encoding)
        {
            Listresult = new List();
            string content = File.ReadAllText(filePath, encoding);
            string[] lines = content.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries);
            for (int i = 0; i < lines.Length; i++)
            {
                Listline = ParseLine(lines[i]);
                result.Add(line);
            }
            return result;
        }
        //寫入(rù)文件
        public static void Write(string filePath, Encoding encoding, Listresult)
        {
            StringBuilder builder = new StringBuilder();
            for (int i = 0; i < result.Count; i++)
            {
                Listline = result[i];
                builder.Append(GetCSVFormatLine(line));
            }
            File.WriteAllText(filePath, builder.ToString(), encoding);
        }    //打印
        public static void Debug(Listresult)
        {
            for (int i = 0; i < result.Count; i++)
            {
                Listline = result[i];
                for (int j = 0; j < line.Count; j++)
                {
                    UnityEngine.Debug.LogWarning(line[j]);
                }
            }
        }
    }

    關於UNITY的路徑有4個類型:

    Application.dataPath:該路徑指向我們Unity編輯器的Asset文件夾

    Application.persistentDataPath:該路徑指向ioses和androids的沙盒路徑

    Application.streamingAssetsPath:streamingAsset文件夾路徑,在任何平台都可以通過這個路徑讀取(qǔ)到文(wén)件夾裏的內容(róng)

    Application.temporaryCachePath:臨時數據文件路徑


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