我在Android中调试Unity游戏,一切都在Unity编辑器中运行。我在Android上保存当前游戏数据时收到UnauthorizedAccessException。
我写信给persistentDataPath,所以我不明白访问被阻止的原因。
以下是使用Logcat的控制台日志:
<i>AndroidPlayer(motorola_Moto_G_(5)@192.168.0.26)</i> UnauthorizedAccessException:
Access to the path "/current.sg" is denied.
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x0028a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:320
at System.IO.FileStream..ctor (System.String path, FileMode mode) [0x00000] in <filename unknown>:0
at SaveLoadManager.SaveGame (.Game currentGame) [0x0002a] in F:\Work\Magister\Magister\Magister\Assets\Scripts\SaveLoadManager.cs:16
at PlayerController.FixedUpdate () [0x0058e] in F:\Work\Magister\Magister\Magister\Assets\Scripts\PlayerController.cs:244
在FixedUpdate()循环中运行的PlayerController的相关代码:
if (!gameSaved)
{
SaveLoadManager.SaveGame(gameManager.GetComponent<Game>());
gameSaved = true;
}
SaveLoadManager中的SaveGame函数:
public static void SaveGame(Game currentGame)
{
string saveGameFileName = Path.DirectorySeparatorChar + "current.sg";
string filePath = Path.Combine(Application.persistentDataPath, saveGameFileName);
BinaryFormatter bf = new BinaryFormatter();
FileStream file = new FileStream(filePath, FileMode.Create);
GameData data = new GameData(currentGame);
bf.Serialize(file, data);
file.Close();
}
AndroidManifest.xml中的读/写权限:
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE"
android:maxSdkVersion="18" />
<uses-permission
android:name="android.permission.READ_EXTERNAL_STORAGE"
android:maxSdkVersion="18" />
答案 0 :(得分:1)
在写入该路径之前,您必须检查目录是否与Directory.Exists
一起存在。如果没有,请使用Directory.CreateDirectory
创建它。
请注意,将文件直接保存到Application.persistentDataPath
并不是一个好主意。您必须先在其中创建一个文件夹,然后将文件保存在该文件夹中。所以Application.persistentDataPath/yourcreatedfolder/yourfile.extension
没问题。通过这样做,您的代码也可以在iOS上运行。
这就是代码的样子:
string saveGameFileName = "current";
string filePath = Path.Combine(Application.persistentDataPath, "data");
filePath = Path.Combine(filePath, saveGameFileName + ".sg");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(filePath)))
{
Directory.CreateDirectory(Path.GetDirectoryName(filePath));
}
try
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = new FileStream(filePath, FileMode.Create);
GameData data = new GameData(currentGame);
bf.Serialize(file, data);
file.Close();
Debug.Log("Saved Data to: " + filePath.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To Save Data to: " + filePath.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}