UNITY3D讀寫CVS格式文件錄制與存儲(chǔ)數(shù)據(jù)手套數(shù)據(jù)
2019/11/12??????點(diǎn)擊:
說(shuō)明:
1.寫入一個(gè)單元格時(shí),如果含有逗號(hào),則需要將整個(gè)字段用雙引號(hào)括起來(lái);如果里面還有雙引號(hào)就替換成兩個(gè)雙引號(hào)。
2.寫入一行時(shí),末尾要加上\r\n作為行分隔符。3.讀取時(shí),也要根據(jù)上面的寫入規(guī)則進(jìn)行解析。
直接看代碼:
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
public class CSVTool {
private static char _csvSeparator = ',';
private static bool _trimColumns = false;
//獲取一個(gè)單元格的寫入格式
public static string GetCSVFormat(string str)
{
string tempStr = str;
if (str.Contains(","))
{
if (str.Contains("\""))
{
tempStr = str.Replace("\"", "\"\"");
}
tempStr = "\"" + tempStr + "\"";
}
return tempStr;
}
//獲取一行的寫入格式
public static string GetCSVFormatLine(ListstrList)
{
string tempStr = "";
for (int i = 0; i < strList.Count - 1; i++)
{
string str = strList[i];
tempStr = tempStr + GetCSVFormat(str) + ",";
}
tempStr = tempStr + GetCSVFormat(strList[strList.Count - 1]) + "\r\n";
return tempStr;
}
//解析一行
public static ListParseLine(string line)
{
StringBuilder _columnBuilder = new StringBuilder();
ListFields = new List();
bool inColumn = false; //是否是在一個(gè)列元素里
bool inQuotes = false; //是否需要轉(zhuǎn)義
bool isNotEnd = false; //讀取完畢未結(jié)束轉(zhuǎn)義
_columnBuilder.Remove(0, _columnBuilder.Length);
//空行也是一個(gè)空元素,一個(gè)逗號(hào)是2個(gè)空元素
if (line == "")
{
Fields.Add("");
}
// Iterate through every character in the line
for (int i = 0; i < line.Length; i++)
{
char character = line[i];
// If we are not currently inside a column
if (!inColumn)
{
// If the current character is a double quote then the column value is contained within
// double quotes, otherwise append the next character
inColumn = true;
if (character == '"')
{
inQuotes = true;
continue;
}
}
// If we are in between double quotes
if (inQuotes)
{
if ((i + 1) == line.Length)//這個(gè)字符已經(jīng)結(jié)束了整行
{
if (character == '"') //正常轉(zhuǎn)義結(jié)束,且該行已經(jīng)結(jié)束
{
inQuotes = false;
continue; //當(dāng)前字符不用添加,跳出后直結(jié)束后會(huì)添加該元素
}
else //異常結(jié)束,轉(zhuǎn)義未收尾
{
isNotEnd = true;
}
}
else if (character == '"' && line[i + 1] == _csvSeparator) //結(jié)束轉(zhuǎn)義,且后面有可能還有數(shù)據(jù)
{
inQuotes = false;
inColumn = false;
i++; //跳過(guò)下一個(gè)字符
}
else if (character == '"' && line[i + 1] == '"') //雙引號(hào)轉(zhuǎn)義
{
i++; //跳過(guò)下一個(gè)字符
}
else if (character == '"') //雙引號(hào)單獨(dú)出現(xiàn)(這種情況實(shí)際上已經(jīng)是格式錯(cuò)誤,為了兼容可暫時(shí)不處理)
{
throw new Exception("格式錯(cuò)誤,錯(cuò)誤的雙引號(hào)轉(zhuǎn)義");
}
//其他情況直接跳出,后面正常添加
}
else if (character == _csvSeparator)
inColumn = false;
// If we are no longer in the column clear the builder and add the columns to the list
if (!inColumn) //結(jié)束該元素時(shí)inColumn置為false,并且不處理當(dāng)前字符,直接進(jìn)行Add
{
Fields.Add(_trimColumns ? _columnBuilder.ToString().Trim() : _columnBuilder.ToString());
_columnBuilder.Remove(0, _columnBuilder.Length);
}
else // append the current column
_columnBuilder.Append(character);
}
//(標(biāo)準(zhǔn)格式一行結(jié)尾不需要逗號(hào)結(jié)尾,而上面for是遇到逗號(hào)才添加的,為了兼容還要添加一次)
if (inColumn)
{
if (isNotEnd)
{
_columnBuilder.Append("\r\n");
}
Fields.Add(_trimColumns ? _columnBuilder.ToString().Trim() : _columnBuilder.ToString());
}
else //如果inColumn為false,說(shuō)明已經(jīng)添加,一個(gè)字符為分隔符,所以后面要加上一個(gè)空元素
{
Fields.Add("");
}
return Fields;
}
//讀取文件
public static ListRead(string filePath, Encoding encoding)
{
Listresult = new List();
string content = File.ReadAllText(filePath, encoding);
string[] lines = content.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < lines.Length; i++)
{
Listline = ParseLine(lines[i]);
result.Add(line);
}
return result;
}
//寫入文件
public static void Write(string filePath, Encoding encoding, Listresult)
{
StringBuilder builder = new StringBuilder();
for (int i = 0; i < result.Count; i++)
{
Listline = result[i];
builder.Append(GetCSVFormatLine(line));
}
File.WriteAllText(filePath, builder.ToString(), encoding);
}
//打印
public static void Debug(Listresult)
{
for (int i = 0; i < result.Count; i++)
{
Listline = result[i];
for (int j = 0; j < line.Count; j++)
{
UnityEngine.Debug.LogWarning(line[j]);
}
}
}
}
關(guān)于UNITY的路徑有4個(gè)類型:
Application.dataPath:該路徑指向我們Unity編輯器的Asset文件夾
Application.persistentDataPath:該路徑指向iOS和Android的沙盒路徑
Application.streamingAssetsPath:streamingAsset文件夾路徑,在任何平臺(tái)都可以通過(guò)這個(gè)路徑讀取到文件夾里的內(nèi)容
Application.temporaryCachePath:臨時(shí)數(shù)據(jù)文件路徑
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