using System; using System.IO; using System.Threading; namespace Obfuz.Utils { public static class FileUtil { public static void CreateParentDir(string path) { Directory.CreateDirectory(Path.GetDirectoryName(path)); } public static void RemoveDir(string dir, bool log = false) { if (log) { UnityEngine.Debug.Log($"removeDir dir:{dir}"); } int maxTryCount = 5; for (int i = 0; i < maxTryCount; ++i) { try { if (!Directory.Exists(dir)) { return; } foreach (var file in Directory.GetFiles(dir)) { File.SetAttributes(file, FileAttributes.Normal); File.Delete(file); } foreach (var subDir in Directory.GetDirectories(dir)) { RemoveDir(subDir); } Directory.Delete(dir, true); break; } catch (Exception e) { UnityEngine.Debug.LogError($"removeDir:{dir} with exception:{e}. try count:{i}"); Thread.Sleep(100); } } } public static void RecreateDir(string dir) { if (Directory.Exists(dir)) { RemoveDir(dir, true); } Directory.CreateDirectory(dir); } private static void CopyWithCheckLongFile(string srcFile, string dstFile) { var maxPathLength = 255; #if UNITY_EDITOR_OSX maxPathLength = 1024; #endif if (srcFile.Length > maxPathLength) { UnityEngine.Debug.LogError($"srcFile:{srcFile} path is too long. skip copy!"); return; } if (dstFile.Length > maxPathLength) { UnityEngine.Debug.LogError($"dstFile:{dstFile} path is too long. skip copy!"); return; } File.Copy(srcFile, dstFile); } public static void CopyDir(string src, string dst, bool log = false) { if (log) { UnityEngine.Debug.Log($"copyDir {src} => {dst}"); } RemoveDir(dst); Directory.CreateDirectory(dst); foreach (var file in Directory.GetFiles(src)) { CopyWithCheckLongFile(file, $"{dst}/{Path.GetFileName(file)}"); } foreach (var subDir in Directory.GetDirectories(src)) { CopyDir(subDir, $"{dst}/{Path.GetFileName(subDir)}"); } } } }