/// <summary> /// 保存资源文件 /// </summary> /// <param name="_data"></param> /// <param name="_bytes"></param> /// <returns></returns> private Boolean saveResourceFile(ResInfo _data, Byte[] _bytes) { try { String savePath = _data.SavePath; FileHelper.CreateDirectoryByFilePath(savePath); //Log.Debug( eLogType.Resources, "保存文件路径: {0}", _data.SavePath ); FileStream fs = File.Create(savePath); fs.Write(_bytes, 0, _bytes.Length); fs.Flush(); fs.Close(); #if UNITY_IPHONE iPhone.SetNoBackupFlag(savePath); #endif //下载成功,记录文件位置 ResInfo newRes = _data.Clone(); newRes.Location = AssetLocation.PersistentPath; mLocalConfig.AddOrUpdateResInfo(newRes); mLocalConfig.Save(); Log.Debug(eLogType.Resources, "成功下载并保存Asset: {0} update list 剩余: {1}", savePath, mUpdateList.Count); } catch (Exception ex) { Log.Error(eLogType.Resources, "下载文件保存失败: {0}\n 错误信息: {1}", _data.Name, ex.Message); return(false); } return(true); }