CultivationOfBrewing/Assets/Scripts/Project/ProjectBase/Utils/JsonManager.cs

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using UnityEngine;
using Newtonsoft.Json;
using System.IO;
public static class JsonManager
{
/// <summary>
/// 保存数据 PC端
/// </summary>
/// <param name="data">需要存储的数据对象</param>
/// <param name="fileName">存储为的文件名</param>
/// <param name="type">存储方式默认LitJson</param>
public static void SaveData(object data, string fileName)
{
//存储路径
string path = Application.streamingAssetsPath + "/" + fileName + ".json";
//序列化 得到json字符串
string json = "";
json = JsonConvert.SerializeObject(data);
//把json字符串保存成文件
File.WriteAllText(path, json);
}
/// <summary>
/// 读取数据 PC端
/// </summary>
/// <typeparam name="T">类型</typeparam>
/// <param name="path"></param>
/// <returns></returns>
public static T LoadData<T>(string fileName) where T : new()
{
//路径
string path = Application.streamingAssetsPath + "/" + fileName + ".json";
if (!File.Exists(path))
{
path = Application.persistentDataPath + "/" + fileName + ".json";
}
if (!File.Exists(path))
{
return new T();
}
//获取json字符串
string jsonStr = File.ReadAllText(path);
//
T data = new T();
//反序列
data = JsonConvert.DeserializeObject<T>(jsonStr);
return data;
}
}