using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.IO;public class JsonController : MonoBehaviour
{
public static JsonController instance; private void Awake()
{
if (instance == null) instance = this;
} /// <summary>
/// 对资源的写入操作
/// </summary>
/// <typeparam name="T">数据的类型</typeparam>
/// <param name="data">需要写入的数据</param>
/// <param name="path">需要写入数据的地址</param>
public void Write<T>(T data, string path)
{
string json = JsonUtility.ToJson(data);
File.WriteAllText(path, json);
} /// <summary>
/// 创建数据文件
/// </summary>
/// <typeparam name="T">数据的类型</typeparam>
/// <param name="data">需要写入的数据</param>
/// <param name="path">需要写入数据的地址</param>
public void CreateFile<T>(T data, string path)
{
if (!File.Exists(path))
{
File.Create(path).Dispose(); string json = JsonUtility.ToJson(data);
File.WriteAllText(path, json);
}
} /// <summary>
/// 读取资源
/// </summary>
/// <typeparam name="T">数据的类型</typeparam>
/// <param name="path">需要读取数据的地址</param>
/// <returns></returns>
public T ReadFile<T>(string path)
{
string json = File.ReadAllText(path);
T data = JsonUtility.FromJson<T>(json);
return data;
}
}