正文
unity文件写入与读取
小程序:扫一扫查出行
【扫一扫了解最新限行尾号】
复制小程序
【扫一扫了解最新限行尾号】
复制小程序
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.SceneManagement;
using System;
using System.IO;
using System.Runtime.InteropServices; public class GridEditor : EditorWindow
{
public static string _gridPath = "Assets/Scence/Data/Grid/";
public static float _perGridSize = 0.5f;
public static float _gridX = ;
public static float _gridZ = ;
public static float _bottomHeight = -;
public static float _hafRayLength = ; [MenuItem("Tools/GenerateGrid")]
private static void GenerateGrid()
{
Scene scene = SceneManager.GetActiveScene();
if (!scene.IsValid())
{
EditorUtility.DisplayDialog("", "", "OK");
return;
} string heightPath = _gridPath + scene.name + ".bytes";
if (File.Exists(heightPath)) File.Delete(heightPath); FileStream fs_h = new FileStream(heightPath, FileMode.CreateNew);
BinaryWriter bw_h = new BinaryWriter(fs_h); float haf = _perGridSize * 0.5f;
float height = _bottomHeight * 100f;
Vector3 rayDir = Vector3.down;
Vector3 rayOrig = Vector3.zero;
int maskLayerHeight = LayerMask.GetMask("Ground");
RaycastHit rayHit;
bool isHit = false;
for (float z = haf; z < _gridX + haf; z += _perGridSize)
{
for (float x = haf; x < _gridZ + haf; x += _perGridSize)
{
rayOrig.Set(x, _hafRayLength, z);
height = _bottomHeight * 100f;
isHit = Physics.Raycast(rayOrig, rayDir, out rayHit, _hafRayLength * , maskLayerHeight);
if (isHit)
{
height = (float)Math.Round(rayHit.point.y, ) * 100f;
height = Mathf.Max(height, _bottomHeight * 100f);
height = Mathf.Min(height, -_bottomHeight * 100f);
}
bw_h.Write((short)height);
}
}
bw_h.Flush();
bw_h.Close();
fs_h.Close();
} private static short[] heightData;
[MenuItem("Tools/ReadGrid")]
private static void ReadGrid()
{
TextAsset heightAsset = (TextAsset)GetByteAsset("GridTest");
if (heightAsset)
{
heightData = new short[(int)(_gridX / _perGridSize) * (int)(_gridZ / _perGridSize)];
System.IntPtr heightPtr = Marshal.UnsafeAddrOfPinnedArrayElement(heightAsset.bytes, );
Marshal.Copy(heightPtr, heightData, , heightData.Length);
}
else
{
Debug.Log("read height Asset error");
return;
} for (int j = ; j < heightData.Length; j++)
{
//Debug.Log(heightData[j] * 0.01f);
}
} private static UnityEngine.Object GetByteAsset(string resName, string ext = ".bytes")
{
string resPath = string.Format("{0}{1}" + ext, _gridPath, resName);
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(resPath, typeof(UnityEngine.Object));
return obj;
}
}