private static void CreateCrcFile(string path, string fileName, uint code) { string json = Tools.SerializeObject(new rCRC(fileName + ".unity3d", code)); Tools.Save(path, "." + fileName + ".crc", System.Text.UTF8Encoding.UTF8.GetBytes(json)); File.SetAttributes(path + "." + fileName + ".crc", FileAttributes.Hidden); }
private static void BuildVersion(string lang, string path, string versionName) { //檢查目錄是否存在 if (Directory.Exists(path) == true) { List <rRes> container = new List <rRes>(); //取得目錄底下的Data檔案 string[] files = Directory.GetFiles(path, "*.*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { FileInfo info = new FileInfo(files[i]); if (!CheckFileExtension(info)) { continue; } string filePath = Path.GetDirectoryName(files[i]).Replace("\\", "/"); rRes data = new rRes(); data.Version = Setting.Ver; data.FileName = info.Name; data.Path = GetDataPath(filePath, Application.dataPath + "/" + Setting.OutputAssetsFolder + "/"); data.FileSize = info.Length; data.MD5Code = GetMd5File(filePath + "/", info.Name); container.Add(data); } //整合資料 rRes[] resData = container.ToArray(); //轉成Json string json = Tools.SerializeObject(resData); //寫入檔案 Tools.Save(Application.dataPath + "/" + Setting.OutputAssetsFolder + "/" + lang + "/" + "Versions" + "/", versionName, System.Text.UTF8Encoding.UTF8.GetBytes(json)); } }
private static void SaveInfo(rSave save) { string path = Application.streamingAssetsPath + "/"; string name = "HTTP.dat"; string json = Tools.SerializeObject(save); Tools.Save(path, name, System.Text.UTF8Encoding.UTF8.GetBytes(json)); AssetDatabase.Refresh(); }