using Newtonsoft.Json;
using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEngine;
public static class MyJsonManager
{
///
/// 保存数据 PC端
///
/// 需要存储的数据对象
/// 存储为的文件名
/// 存储方式,默认LitJson
public static void SaveData(object data, string fileName)
{
string path = Application.streamingAssetsPath + "/" + fileName + ".json";
string json = "";
json = JsonConvert.SerializeObject(data);
File.WriteAllText(path, json);
}
///
/// 读取数据 PC端
///
/// 类型
///
///
public static T LoadData(string fileName) where T : new()
{
string path = Application.streamingAssetsPath + "/" + fileName + ".json";
if (!File.Exists(path))
{
path = Application.persistentDataPath + "/" + fileName + ".json";
}
if (!File.Exists(path))
{
return new T();
}
string jsonStr = File.ReadAllText(path);
T data = new T();
data = JsonConvert.DeserializeObject(jsonStr);
return data;
}
///
/// 加载数据列表
///
///
///
///
public static List LoadListData(string fileName) where T : new()
{
string path = Application.streamingAssetsPath + "/" + fileName + ".json";
if (!File.Exists(path))
{
path = Application.persistentDataPath + "/" + fileName + ".json";
}
if (!File.Exists(path))
{
return new List();
}
string jsonStr = File.ReadAllText(path);
List data = new List();
data = JsonConvert.DeserializeObject>(jsonStr);
return data;
}
}