unity EasySave3获取用户PersistentData目录下,所有存档
时间: 2023-12-07 21:03:19 浏览: 115
1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8要获取用户`PersistentData`目录下所有的存档,您可以使用Unity自带的`Directory`和`File` 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51类来实现。首先,您需要获取`PersistentData`目录的完整路径,然后通过`Directory.GetFiles()` b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 方法获取该目录下所有的文件路径。接下来,您可以使用EasySave3的`ES3.FileExists()`方法51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb来检查哪些文件是存档文件,并使用`ES3.Load()`方法来加载存档数据。下面是一个示 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e 85例代码:
```
using System.IO;
using UnityEngine;
string directoryPath = Path.Combine(Application.persistentDataPath, "EasySave3");
string eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e [] filePaths = Directory.GetFiles(directoryPath);
foreach(string filePath in filePaths)
{
// 检查文件是否是EasySave3存档85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1e文件
if(Path.GetExtension(filePath) == ".es3" && ES3.FileExists(filePath))
{
// 加载存档 85 eb 51 b8 1e 85 eb 51 b8 1e 85 eb 51 b8 1数据
ES3 reader = ES3Reader.Create(filePath);
ES3Type type = ES3TypeMgr.GetOrCreateES3Type(reader.Type);
object data = type.Read(reader);
reader.Close();
// 在这里处理存档数据
}
}
```
注意,这段代码假定您使用的是EasySave3的默认存档目录,即`EasySave3`目录。如果您的存档目录不同,请将`directoryPath`变量的值修改为您的存档目录的完整路径。
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