using System; using System.IO; using UnityEngine; namespace UnityEditor.XCodeEditor { // 落后玩意 public class XClassExt : IDisposable { private readonly string filePath; public XClassExt(string fPath) { filePath = fPath; if (!File.Exists(filePath)) { Debug.LogError(filePath + "not found in path."); } } public void Dispose() { } public void WriteBelow(string below, string text) { var streamReader = new StreamReader(filePath); var text_all = streamReader.ReadToEnd(); streamReader.Close(); var beginIndex = text_all.IndexOf(below); if (beginIndex == -1) { Debug.LogError(filePath + " not found sign in " + below); return; } var endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length); text_all = text_all.Substring(0, endIndex) + "\n" + text + "\n" + text_all.Substring(endIndex); var streamWriter = new StreamWriter(filePath); streamWriter.Write(text_all); streamWriter.Close(); } public void Replace(string below, string newText) { var streamReader = new StreamReader(filePath); var text_all = streamReader.ReadToEnd(); streamReader.Close(); var beginIndex = text_all.IndexOf(below); if (beginIndex == -1) { Debug.LogError(filePath + " not found sign in " + below); return; } text_all = text_all.Replace(below, newText); var streamWriter = new StreamWriter(filePath); streamWriter.Write(text_all); streamWriter.Close(); } } }