直接上代码
Part1:
1 using UnityEngine;
2 using System.IO;
3 using System.Collections.Generic;
4
5 public class CSV
6 {
7 static CSV csv;
8 public List<string[]> m_ArrayData;
9 public static CSV GetInstance()
10 {
11 if (csv == null)
12 {
13 csv = new CSV();
14 }
15 return csv;
16 }
17 private CSV() { m_ArrayData = new List<string[]>(); }
18 public string GetString(int row, int col)
19 {
20 return m_ArrayData[row][col];
21 }
22 public int GetInt(int row, int col)
23 {
24 return int.Parse(m_ArrayData[row][col]);
25 }
26 public void LoadFile(string path, string fileName)
27 {
28 m_ArrayData.Clear();
29 StreamReader sr = null;
30 try
31 {
32 sr = File.OpenText(path + "//" + fileName);
33 Debug.Log("file finded!");
34 }
35 catch
36 {
37 Debug.Log("file don't finded!");
38 return;
39 }
40 string line;
41 while ((line = sr.ReadLine()) != null)
42 {
43 m_ArrayData.Add(line.Split(','));
44 }
45 sr.Close();
46 sr.Dispose();
47 }
48 }
Part2:
using UnityEngine;
public class FileController : MonoBehaviour
{
// Use this for initialization
void Start ()
{
CSV.GetInstance().LoadFile(Application.dataPath + "/Res", "myTest.csv");
Debug.Log("GetString : " + CSV.GetInstance().GetString(1, 1));
Debug.Log("GetInt : " + CSV.GetInstance().GetString(1, 2));
}
}
补充
关于路径有4个类型:
Application.dataPath:该路径指向我们Unity编辑器的Asset文件夹
Application.persistentDataPath:该路径指向iOS和Android的沙盒路径
Application.streamingAssetsPath:streamingAsset文件夹路径,在任何平台都可以通过这个路径读取到文件夹里的内容
Application.temporaryCachePath:临时数据文件路径
来源:https://www.cnblogs.com/JMcc020/p/5294460.html