/// <summary> /// Loads the text. /// 注意路径都在Asset目录下,不包含Asset目录 /// </summary> public static string LoadTxt(FileLoc loc, string appLang, string pathToMod) { string uriPath = GetUriPath(loc.uri, appLang, loc.modPath); if (loc.uri == FileUri.PATCH_DIR || loc.uri == FileUri.PATCH_LANG_DIR) { return(RawLoadText(Path.Combine(uriPath, pathToMod))); } else if (loc.uri == FileUri.RES_DIR || (loc.uri == FileUri.RES_LANG_DIR)) { #if UNITY_EDITOR || SGAF_SERVER || SGAF_ROBOT return(RawLoadText(Path.Combine(uriPath, pathToMod))); #elif UNITY_ANDROID || UNITY_IOS string relativeToRes = GetPathWithoutExt(Path.Combine(uriPath, pathToMod)); TextAsset ts = Resources.Load(relativeToRes) as TextAsset; if (ts == null) { Logger.Error("LoadTxt in res failed: {0} rel:{1}", pathToMod, relativeToRes); return(null); } return(ts.text); #endif } else if (loc.uri == FileUri.STREAM_DIR || loc.uri == FileUri.STREAM_LANG_DIR) { #if UNITY_EDITOR || SGAF_SERVER || UNITY_IOS return(RawLoadText(Path.Combine(uriPath, pathToMod))); #elif UNITY_ANDROID // todo: call android method return(null); #endif } else { Logger.Error("Unknown FileUri: " + loc.uri); return(null); } }
/// <summary> /// Write the text. /// </summary> /// <param name="loc"></param> /// <param name="appLang"></param> /// <param name="pathToMod"></param> /// <param name="contents"></param> public static void WriteTxt(FileLoc loc, string appLang, string pathToMod, string contents) { string uriPath = GetUriPath(loc.uri, appLang, loc.modPath); RawWriteText(Path.Combine(uriPath, pathToMod), contents); }