UNITY3D讀寫CVS格式文件錄制與存儲(chǔ)數(shù)據(jù)手套數(shù)據(jù)
2019/11/12??????點(diǎn)擊:
說明:
1.寫入一個(gè)單元格時(shí),如果含有逗號(hào),則需要將整個(gè)字段用雙引號(hào)括起來;如果里面還有雙引號(hào)就替換成兩個(gè)雙引號(hào)。
2.寫入一行時(shí),末尾要加上\r\n作為行分隔符。3.讀取時(shí),也要根據(jù)上面的寫入規(guī)則進(jìn)行解析。
直接看代碼:
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(gè)單元格的寫入格式 public static string GetCSVFormat(string str) { string tempStr = str; if (str.Contains(",")) { if (str.Contains("\"")) { tempStr = str.Replace("\"", "\"\""); } tempStr = "\"" + tempStr + "\""; } return tempStr; } //獲取一行的寫入格式 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(gè)列元素里 bool inQuotes = false; //是否需要轉(zhuǎn)義 bool isNotEnd = false; //讀取完畢未結(jié)束轉(zhuǎn)義 _columnBuilder.Remove(0, _columnBuilder.Length); //空行也是一個(gè)空元素,一個(gè)逗號(hào)是2個(gè)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(gè)字符已經(jīng)結(jié)束了整行 { if (character == '"') //正常轉(zhuǎn)義結(jié)束,且該行已經(jīng)結(jié)束 { inQuotes = false; continue; //當(dāng)前字符不用添加,跳出后直結(jié)束后會(huì)添加該元素 } else //異常結(jié)束,轉(zhuǎn)義未收尾 { isNotEnd = true; } } else if (character == '"' && line[i + 1] == _csvSeparator) //結(jié)束轉(zhuǎn)義,且后面有可能還有數(shù)據(jù) { inQuotes = false; inColumn = false; i++; //跳過下一個(gè)字符 } else if (character == '"' && line[i + 1] == '"') //雙引號(hào)轉(zhuǎn)義 { i++; //跳過下一個(gè)字符 } else if (character == '"') //雙引號(hào)單獨(dú)出現(xiàn)(這種情況實(shí)際上已經(jīng)是格式錯(cuò)誤,為了兼容可暫時(shí)不處理) { throw new Exception("格式錯(cuò)誤,錯(cuò)誤的雙引號(hào)轉(zhuǎn)義"); } //其他情況直接跳出,后面正常添加 } 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(jié)束該元素時(shí)inColumn置為false,并且不處理當(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(biāo)準(zhǔn)格式一行結(jié)尾不需要逗號(hào)結(jié)尾,而上面for是遇到逗號(hào)才添加的,為了兼容還要添加一次)
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(jīng)添加,一個(gè)字符為分隔符,所以后面要加上一個(gè)空元素 { Fields.Add(""); } return Fields; } //讀取文件 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(guān)于UNITY的路徑有4個(gè)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iOS和Android的沙盒路徑
Application.streamingAssetsPath:streamingAsset文件夾路徑,在任何平臺(tái)都可以通過這個(gè)路徑讀取到文件夾里的內(nèi)容
Application.temporaryCachePath:臨時(shí)數(shù)據(jù)文件路徑
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