/// <summary> /// 定居 /// </summary> /// <param name="path">定居路径</param> /// <param name="list">货物清单</param> /// <returns></returns> public static bool Settle(string path, Dictionary <string, string> list) { if (DirTool.Create(path)) { if (list != null) { foreach (var l in list) { FileTool.Copy(l.Key, l.Value, true); } } } return(IsSettle(path, list)); }
public static bool Write(DataEntity data) { if (data != null && data.User != null && Str.Ok(data.User.Email, data.User.Passcode)) { string s = PassHelper.EnData(data); string file = R.Files.GetUserDataFile(data.User.Email); string cache = R.Files.GetUserDataCacheFile(data.User.Email); bool f1 = TxtTool.Create(cache, s); if (f1) { bool f2 = FileTool.Copy(cache, file, true); return(f2); } } return(false); }
/// <summary> /// 保存配置信息 /// </summary> /// <returns></returns> public override bool DoSave() { string s = Json.Object2String(this.Config); s = JsonFormat.Format(s); TxtTool.Create(this.FilePath, s); bool result = TxtTool.Create(this.FilePathBackup, s); if (result) { if (Json.File2Object <T>(this.FilePathBackup) != null) { if (FileTool.Copy(this.FilePathBackup, this.FilePath, true)) { FileTool.Delete(this.FilePathBackup); } } } return(result); }
public static void Build() { Bundle.Pack(); //打包前 将AB包复制到 StreamingAsset目录 FileTool.Copy(BundleTargetPath, Application.streamingAssetsPath); EditorBuildSettingsScene[] scenes = FindEnableScenes(); string path = null; switch (EditorUserBuildSettings.activeBuildTarget) { case BuildTarget.Android: path = m_AndroidPath + AppName + string.Format("_{0:yyyyMMddHHmm}.apk", DateTime.Now); break; case BuildTarget.iOS: path = m_IOSPath + AppName + string.Format("_{0:yyyyMMddHHmm}", DateTime.Now); break; case BuildTarget.StandaloneWindows: case BuildTarget.StandaloneWindows64: path = m_WindowsPath + AppName + string.Format("_{0:yyyyMMddHHmm}/{1}.exe", DateTime.Now, AppName); break; } if (path != null) { try { BuildPipeline.BuildPlayer(scenes, path, EditorUserBuildSettings.activeBuildTarget, BuildOptions.None); } catch (System.Exception e) { Debug.LogError(e); return; } LogTool.Log("项目打包成功...平台:", EditorUserBuildSettings.activeBuildTarget, " path:", path); } AssetDatabase.Refresh();//刷新界面 }