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1.在Asset目录中新建一个脚本,命名为StudentItem,写入以下代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class StudentItem
{
public int id;
public string name;
public float score;
public StudentItem(int _id, string _name, float _score)
{
id = _id;
name = _name;
score = _score;
}
}
2.在Asset目录中新建一个脚本,命名为JsonCreator,写入以下代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class JsonCreator : MonoBehaviour
{
List<StudentItem> list = new List<StudentItem>();
void Start ()
{
//如果Asset目录下的StudentData.json文件不存在,则创建一个这样的文件
if (!File.Exists(Application.dataPath + "/StudentData.json"))
{
File.CreateText(Application.dataPath + "/StudentData.json");
}
StudentItem student1 = new StudentItem(10001, "张三", 80f);
StudentItem student2 = new StudentItem(10002, "李四", 60f);
list.Add(student1);
list.Add(student2);
//写入数据
string jsonData = "{\"student\":[\n";
for (int i = 0; i < list.Count; i++)
{
if (i == list.Count - 1)
{
jsonData += JsonUtility.ToJson(list[i]) + "\n";
break;
}
jsonData += JsonUtility.ToJson(list[i]) + "\n,";
}
jsonData += "]}";
StreamWriter sw = new StreamWriter(Application.dataPath + "/StudentData.json");
sw.WriteLine(jsonData);
//注意写入数据以后关闭
sw.Close();
}
}
3.运行Unity,我们发现Asset目录下的StudentData.json文件已经写入完成