目的:读取streamingassets下的文件中指定的一段字节
已知:文件中的起始位置,和需要读取的长度
1.android下读取
1.1 不能直接使用C#的FileStream,读取失败
var buffer = new byte[size];
FileStream stream = File.OpenRead(path);
stream.Read(buffer , pos, size);
报错:IsolatedStorageException: Could not find a part of the path "/jar:file:/data/app/com.xxx.xxxx-1/base.apk!/assets/xxx.pack".
1.2 可以使用Unity原生接口与Android交互
主要过程:
Java
public class XXXPlugin extends UnityPlayerNativeActivity {
protected AssetManager assetManager;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
assetManager = getAssets();
}
//返回字节数组
public byte[] LoadBytes(String path,int offset,int len)
{
//可以缓存起来,不需每次都open
InputStream inputStream = assetManager.open(path);
try {
byte buf[] = new byte[len];
inputStream.reset();
//注意skip、read的可靠性
inputStream.skip(offset);
inputStream.read(buf,0,len)
inputStream.close();
return buf;
}
catch (IOException e) {
Log.v ("unity", e.getMessage());
}
return null;
}
}
注意skip、read的可靠性,每次调用不一定能返回正确长度,可能需多次调用。参考how-does-the-skip-method-in-inputstream-work
C#:
public static byte[] read_streamingpath_bytes(string path,IntPtr ptr, int pos, int size)
{
using (AndroidJavaClass cls = new AndroidJavaClass("com.XXX.XXXPlugin";) )
{
AndroidJavaObject m_AndroidJavaObject = cls.GetStatic("mainActivity");
byte[] s = m_AndroidJavaObject.Call("LoadBytes", path, pos, size);
return s;
}
return null;
}
这种方法是在Java分配内存。
1.3 更灵活的方法,使用JNI,可以从C#传递指针到C++
在Android Studio中生成库libNativeLib.so文件,参考NativeReadBytes
C++
#include "com_XXX_NativeHelper.h"
#include
#include
#include
#include
#include
#ifdef __cplusplus
extern "C" {
#endif
static AAssetManager *assetManager = nullptr;
JNIEXPORT void JNICALL Java_com_XXX_NativeHelper_SetAssetManager
(JNIEnv *env, jobject jobj, jobject jassetManager) {
assetManager = AAssetManager_fromJava(env, jassetManager);
}
JNIEXPORT int32_t JNICALL ReadAssetsBytesWithOffset(uint32_t pathKey, char* fileName, unsigned char** result, int32_t offset, int32_t length){
if(assetManager == nullptr){
return -1;
}
AAsset* asset = asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_UNKNOWN);
if(asset == nullptr){
return -1;
}
off_t size = AAsset_getLength(asset);
if(size > 0){
try {
AAsset_seek(asset, offset, SEEK_SET);
AAsset_read(asset, *result, length);
}catch (std::bad_alloc){
*result = nullptr;
return -1;
}
}
AAsset_close(asset);
return (int32_t)length;
}
#ifdef __cplusplus
}
#endif
Java
//XXXPlugin.java
public class XXXPlugin extends UnityPlayerNativeActivity {
static{
System.loadLibrary("NativeLib");
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mainActivity = this;
//设置AssetManager, C++中要使用
NativeHelper.SetAssetManager(getAssets());
}
}
//NativeHelper.java
public class NativeHelper {
public static native void SetAssetManager(AssetManager assetManager);
}
C#
public class ReadNativeByte
{
#if UNITY_ANDROID
[DllImport("NativeLib")]
public static extern int ReadAssetsBytesWithOffset(uint pathKey,string name, ref IntPtr ptr, int offset, int length);
#endif
}
2.IOS下读取
可以直接在C#下读取,StreamAsseting只有读的权限,用OpenRead
byte[] bytes = new byte[len];
FileStream stream = File.OpenRead(path);
stream.Seek(offset, SeekOrigin.Begin);
stream.Read(bytes, 0, len);