using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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namespace UnityEditor.XCodeEditor
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{
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public partial class XClass : System.IDisposable
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{
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private string filePath;
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public XClass(string fPath)
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{
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filePath = fPath;
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if( !System.IO.File.Exists( filePath ) ) {
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Debug.LogError( filePath +"路径下文件不存在" );
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return;
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}
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}
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public void WriteBelow(string below, string text)
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{
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StreamReader streamReader = new StreamReader(filePath);
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string text_all = streamReader.ReadToEnd();
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streamReader.Close();
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int beginIndex = text_all.IndexOf(below);
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if(beginIndex == -1){
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Debug.LogError(filePath +"中没有找到标致"+below);
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return;
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}
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int endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length);
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text_all = text_all.Substring(0, endIndex) + "\n"+text+"\n" + text_all.Substring(endIndex);
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StreamWriter streamWriter = new StreamWriter(filePath);
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streamWriter.Write(text_all);
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streamWriter.Close();
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}
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public void Replace(string below, string newText)
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{
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StreamReader streamReader = new StreamReader(filePath);
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string text_all = streamReader.ReadToEnd();
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streamReader.Close();
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int beginIndex = text_all.IndexOf(below);
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if(beginIndex == -1){
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Debug.LogError(filePath +"中没有找到标致"+below);
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return;
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}
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text_all = text_all.Replace(below,newText);
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StreamWriter streamWriter = new StreamWriter(filePath);
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streamWriter.Write(text_all);
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streamWriter.Close();
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}
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public void Dispose()
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{
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}
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}
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}
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