存储和加载:
public void ConnectToSqlite (string DBName) { //判断名字是否规范,如果不规范就加上后缀 if (!DBName.Contains (".sqlite")) { DBName += ".sqlite"; } //如果运行在编辑器中 #if UNITY_EDITOR //获取路径 sqlitePath = "Data Source =" + Application.streamingAssetsPath + "/" + DBName; //实例连接对象 connection = new SqliteConnection (sqlitePath); //如果运行在Android设备中 #elif UNITY_ANDROID //数据库连接的字符串 string connectionStr = "URI = file:" + Application.persistentDataPath + "/" + DBName; //Android APK中数据库文件的路径 string androidPath = "jar:file://" + Application.dataPath + "!/assets/" + DBName; //Android沙盒路径 string androidFilePath = Application.persistentDataPath + "/" + DBName; //如果Android项目源文件中不存在数据库文件,说明没有加载过,需要加载 if(!File.Exists(androidFilePath)) { //从APK路径拿到Sqlite数据库文件,下载 WWW www = new WWW(androidPath); //下载未完成时,保持等待 while(!www.isDone){} //下载完成,IO流写入到沙盒路径 File.WriteAllBytes(androidFilePath, www.bytes); } //实例连接对象 connection = new SqliteConnection(connectionStr); #endif //创建数据库命令对象 command = connection.CreateCommand (); try { //打开数据库 connection.Open (); } catch (System.Exception ex) { //输出报错信息 print (ex); } }