在我重新启动游戏之前,streamWriter 不会应用更改

streamWriter does not apply changes until I restart my game

我正在 Unity 中制作一款游戏,其编辑器关卡将关卡数据写入 .txt

我的问题是对文件的更改没有正确应用,因为我只有在重新启动游戏时才能看到它们。

当玩家创建新关卡时,我使用这个:

TextAsset txtFile = Resources.Load<TextAsset>("Levels");
StreamWriter streamWriter = new StreamWriter(new FileStream("Assets/Resources/" + levelsManager.filename + ".txt", FileMode.Truncate, FileAccess.Write));

在方法结束时,我关闭了 StreamWriter。

    streamWriter.Flush();
    streamWriter.Close();
    streamWriter.Dispose();

此外,如果用户创建多个级别,则只保存最后一个。

将文件模式更改为 apend 不起作用,因为在重新启动游戏并创建关卡后,它还会再次创建存储的关卡。

¿是否有刷新文档的方法,这样我就不必在每次创建关卡时都重新启动游戏?

提前致谢。

您只需要使用 AssetDatabase.Refresh.

刷新 Unity 中的资源

不过

When the player creates a new level i use this

请注意,其中 none 将在构建的应用程序中运行!

构建应用后,Resourcesread-only。不管怎样,来自 Best practices -> Resources

Don't use it!

您可能更愿意将默认文件存储在 StreamingAssets and use Application.streamingassetsPath and then later in a build use Application.persistentDataPath 中,然后回退到 streamingAssetsPath 以供只读(同样 StreamingAssets 在构建后是 read-only)

比如喜欢

public string ReadlevelsFile()
{
    try
    {
#if UNITY_EDITOR
        // In the editor always use "Assets/StreamingAssets"
        var filePath = Path.Combine(Application.streamingAssetsPath, "Levels.txt");
#else
        // In a built application use the persistet data
        var filePath = Path.Combine(Application.persistentDataPath, "Levels.txt");
        
        // but for reading use the streaming assets on as fallback
        if (!File.Exists(filePath))
        {
            filePath = Path.Combine(Application.streamingAssetsPath, "Levels.txt");
        }
#endif
        return File.ReadAllText(filePath);
    }
    catch (Exception e)
    {
        Debug.LogException(e);
        return "";
    }
}

public void WriteLevelsFile(string content)
{
    try
    {
#if UNITY_EDITOR
        // in the editor always use "Assets/StreamingAssets"
        var filePath = Path.Combine(Application.streamingAssetsPath, "Levels.txt");
        // mke sure to create that directory if not exists yet
        if(!Directory.Exists(Application.streamingAssetsPath))
        {
            Directory.CreateDirectory(Application.streamingAssetsPath);
        }
#else
        // in a built application always use the persistent data for writing
        var filePath = Path.Combine(Application.persistentDataPath, "Levels.txt");
#endif
        
        File.WriteAllText(filePath, content);

#if UNITY_EDITOR
        // in Unity need to refresh the data base
        UnityEditor.AssetDatabase.Refresh();
#endif
    }
    catch(Exception e)
    {
        Debug.LogException(e);
    }
}