using System; using System.IO; class Test { public static void Main() { string path = @"c:\temp\MyTest.txt"; if (!File.Exists(path)) { // Create a file to write to. using (StreamWriter sw = File.CreateText(path)) { sw.WriteLine("Hello"
在实际开发中,如果用的文件名不能确定位置.或名字.可以使用GUID类来命名函数.Guid 结构标识全局唯一标示符.其NewGuid结构可以初始化一个新历.该方法语法格式如下: public static Guid NewGuid(); return: 初始化后的实例. 源码: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Dr
使用 ILSpy 工具查看了 System.IO.Path 类中的 Combine 方法 对它的功能有点不放心,原方法实现如下: // System.IO.Path /// <summary>Combines two path strings.</summary> /// <returns>A string containing the combined paths. If one of the specified paths is a zero-length stri
问题描述: 添加控制器的时候,突然就报了这个错: Unhandled Exception: System.IO.FileLoadException: Could not load file or assembly 'C:\Users\.nuget\packages\microsoft.visualstudio.web.codegeneration.design\3.1.0-preview1-19509-03\lib\netstandard2.0\dotnet-aspnet-codegenerat
首先,看文档: Streaming Assets Most assets in Unity are combined into the project when it is built. However, it is sometimes useful to place files into the normal filesystem on the target machine to make them accessible via a pathname. An example of this
代码如下图,这样就不用在绝对路径和相对路径之间不断转换了. 想要得到绝对路径时就傅 Application.dataPath + xxx using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; public class abbuilder { [MenuItem("AssetBundle/BuildABx")]