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