Unity读取windows和Android SDcard文件

全部都是路径惹的祸

读取 windows D: 盘下的  test.txt 文件,

编辑器里运行,console上可以查看:

windows上 路径  / 要写成 \\  写一个也不行,可能会被转义,反正也无法读取内容

  string windowsUrl = "file://D:\\test.txt";

        WWW w = new WWW(windowsUrl);

        yield return w;

        if (w.isDone)
        {

            Debug.Log("读取 D:盘 test文件 ====  "+w.text);

        }



Androud相关的各大论坛相关文章很多,但是说的都不太清楚,所以特此记录。

log中 我打印了 Unity里面的路径,Androd上需要注意的也是 路径上的统一:

Android上获取Api提供的路径:

   Log.e(TAG, "onCreate: packageName = " + this.getExternalCacheDir());

        Log.e(TAG, "onCreate: packageName = " + this.getExternalFilesDir(""));
        
        Log.e(TAG, "onCreate: packageName = " + this.getCacheDir());

        Log.e(TAG, "onCreate: packageName = " + this.getPackageName());
        
        Log.e(TAG, "onCreate: packageName = " + Environment.getDataDirectory());

        Log.e(TAG, "onCreate: packageName = " + Environment.getDataDirectory().getAbsolutePath());
        
        Log.e(TAG, "onCreate: packageName = " + Environment.getExternalStorageDirectory());



IO方式 加载sdcard上的图片资源

加载的  /storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg,


  image = this.GetComponentInChildren();

        Debug.Log("IO加载用时: image = this.GetComponent ==========  " + image);

        Debug.Log("IO加载:  Application.dataPath "  + Application.dataPath );
        // Application.dataPath /data/app/com.putao.ptx.core-1/base.apk

        Debug.Log("IO加载:  Application.persistentDataPath " + Application.persistentDataPath);
        // Application.persistentDataPath /storage/emulated/0/Android/data/com.putao.ptx.core/files 


        Debug.Log("IO加载:GameObject.Find" + GameObject.Find("Canvas/Avator").GetComponent());

         // /data/user/0/com.putao.paichallenge/cache/20170524_130527.jpg


        // path =======  "/storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg"
        FileStream fileStream = new FileStream(path, FileMode.Open, FileAccess.Read);
        fileStream.Seek(0, SeekOrigin.Begin);
        //创建文件长度缓冲区
        byte[] bytes = new byte[fileStream.Length];
        //读取文件
        fileStream.Read(bytes, 0, (int)fileStream.Length);
        //释放文件读取流
        fileStream.Close();
        fileStream.Dispose();
        fileStream = null;

        //创建Texture
        int width = 300;
        int height = 372;
        Texture2D texture = new Texture2D(width, height);
        texture.LoadImage(bytes);


        //创建Sprite     
        Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width,texture.height), new Vector2(0.5f, 0.5f));

        image.sprite = sprite;

log上可以看出来  android上 getExternalFilesDir("") 和 Unity里面的Application.persistentDataPath是一致的

   /storage/emulated/0/Android/data/com.putao.ptx.core/files


WWW方式加载本地图片   

url=  "file://"+ "/storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg"

根本不是加"jar:file://"。。。某些博主根本就不试试么,瞎写。

public void LoadByWWW(String path)
    {
        StartCoroutine(doLoadByWWW(path));

    }

    IEnumerator doLoadByWWW(String path)
    {
        string url = "file://" + "/storage/emulated/0/PaiChallenge/Image/avatar/20170523_164417.jpg";
        Debug.Log("doLoadByWWW == url ==================   " + url);

        WWW w = new WWW(url);

        yield return w;

        if (w.isDone)
        {
            Sprite sprite = Sprite.Create(w.texture, new Rect(0, 0, w.texture.width, w.texture.height), new Vector2(0.5f, 0.5f));

            GameObject.Find("Canvas/Avator").GetComponent().sprite = sprite;

        }


还有 就是权限问题的添加 :Player settings -- Other settings -- write permission的设置 Sdcard。这个是在Unity编辑器里打包的情况。

如果导出到studio 里面的话,可自行修改Manifest文件。

Unity读取windows和Android SDcard文件_第1张图片



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