using System; using System.Collections.Generic; using System.IO; using ICSharpCode.SharpZipLib.Checksums; using ICSharpCode.SharpZipLib.Zip; namespace BuildAssetBundle { public class ZipUtility { /// <summary> /// 所有文件缓存 /// </summary> List<string> files = new List<string>(); /// <summary> /// 所有空目录缓存 /// </summary> List<string> paths = new List<string>(); /// <summary> /// 压缩单个文件 /// </summary> /// <param name="fileToZip">要压缩的文件</param> /// <param name="zipedFile">压缩后的文件全名</param> /// <param name="compressionLevel">压缩程度,范围0-9,数值越大,压缩程序越高</param> /// <param name="blockSize">分块大小</param> public void ZipFile(string fileToZip, string zipedFile, int compressionLevel, int blockSize) { if (!System.IO.File.Exists(fileToZip))//如果文件没有找到,则报错 { throw new FileNotFoundException("The specified file " + fileToZip + " could not be found. Zipping aborderd"); } FileStream streamToZip = new FileStream(fileToZip, FileMode.Open, FileAccess.Read); FileStream zipFile = File.Create(zipedFile); ZipOutputStream zipStream = new ZipOutputStream(zipFile); ZipEntry zipEntry = new ZipEntry(fileToZip); zipStream.PutNextEntry(zipEntry); zipStream.SetLevel(compressionLevel); byte[] buffer = new byte[blockSize]; int size = streamToZip.Read(buffer, 0, buffer.Length); zipStream.Write(buffer, 0, size); try { while (size < streamToZip.Length) { int sizeRead = streamToZip.Read(buffer, 0, buffer.Length); zipStream.Write(buffer, 0, sizeRead); size += sizeRead; } } catch (Exception ex) { GC.Collect(); throw ex; } zipStream.Finish(); zipStream.Close(); streamToZip.Close(); GC.Collect(); } /// <summary> /// 压缩目录(包括子目录及所有文件) /// </summary> /// <param name="rootPath">要压缩的根目录</param> /// <param name="destinationPath">保存路径</param> /// <param name="compressLevel">压缩程度,范围0-9,数值越大,压缩程序越高</param> public void ZipFileFromDirectory(string rootPath, string destinationPath, int compressLevel) { GetAllDirectories(rootPath); /* while (rootPath.LastIndexOf("\\") + 1 == rootPath.Length)//检查路径是否以"\"结尾 { rootPath = rootPath.Substring(0, rootPath.Length - 1);//如果是则去掉末尾的"\" } */ //string rootMark = rootPath.Substring(0, rootPath.LastIndexOf("\\") + 1);//得到当前路径的位置,以备压缩时将所压缩内容转变成相对路径。 string rootMark = rootPath + "\\";//得到当前路径的位置,以备压缩时将所压缩内容转变成相对路径。 Crc32 crc = new Crc32(); ZipOutputStream outPutStream = new ZipOutputStream(File.Create(destinationPath)); outPutStream.SetLevel(compressLevel); // 0 - store only to 9 - means best compression foreach (string file in files) { FileStream fileStream = File.OpenRead(file);//打开压缩文件 byte[] buffer = new byte[fileStream.Length]; fileStream.Read(buffer, 0, buffer.Length); ZipEntry entry = new ZipEntry(file.Replace(rootMark, string.Empty)); entry.DateTime = DateTime.Now; entry.Size = fileStream.Length; fileStream.Close(); crc.Reset(); crc.Update(buffer); entry.Crc = crc.Value; outPutStream.PutNextEntry(entry); outPutStream.Write(buffer, 0, buffer.Length); } this.files.Clear(); foreach (string emptyPath in paths) { ZipEntry entry = new ZipEntry(emptyPath.Replace(rootMark, string.Empty) + "/"); outPutStream.PutNextEntry(entry); } this.paths.Clear(); outPutStream.Finish(); outPutStream.Close(); GC.Collect(); } /// <summary> /// 取得目录下所有文件及文件夹,分别存入files及paths /// </summary> /// <param name="rootPath">根目录</param> private void GetAllDirectories(string rootPath) { string[] subPaths = Directory.GetDirectories(rootPath);//得到所有子目录 foreach (string path in subPaths) { GetAllDirectories(path);//对每一个字目录做与根目录相同的操作:即找到子目录并将当前目录的文件名存入List } string[] files = Directory.GetFiles(rootPath); foreach (string file in files) { this.files.Add(file);//将当前目录中的所有文件全名存入文件List } if (subPaths.Length == files.Length && files.Length == 0)//如果是空目录 { this.paths.Add(rootPath);//记录空目录 } } /// <summary> /// 解压缩文件(压缩文件中含有子目录) /// </summary> /// <param name="zipfilepath">待解压缩的文件路径</param> /// <param name="unzippath">解压缩到指定目录</param> /// <returns>解压后的文件列表</returns> public List<string> UnZip(string zipfilepath, string unzippath) { //解压出来的文件列表 List<string> unzipFiles = new List<string>(); //检查输出目录是否以“\\”结尾 if (unzippath.EndsWith("\\") == false || unzippath.EndsWith(":\\") == false) { unzippath += "\\"; } ZipInputStream s = new ZipInputStream(File.OpenRead(zipfilepath)); ZipEntry theEntry; while ((theEntry = s.GetNextEntry()) != null) { string directoryName = Path.GetDirectoryName(unzippath); string fileName = Path.GetFileName(theEntry.Name); //生成解压目录【用户解压到硬盘根目录时,不需要创建】 if (!string.IsNullOrEmpty(directoryName)) { Directory.CreateDirectory(directoryName); } if (fileName != String.Empty) { //如果文件的压缩后大小为0那么说明这个文件是空的,因此不需要进行读出写入 if (theEntry.CompressedSize == 0) continue; //解压文件到指定的目录 directoryName = Path.GetDirectoryName(unzippath + theEntry.Name); //建立下面的目录和子目录 Directory.CreateDirectory(directoryName); //记录导出的文件 unzipFiles.Add(unzippath + theEntry.Name); FileStream streamWriter = File.Create(unzippath + theEntry.Name); int size = 2048; byte[] data = new byte[2048]; while (true) { size = s.Read(data, 0, data.Length); if (size > 0) { streamWriter.Write(data, 0, size); } else { break; } } streamWriter.Close(); } } s.Close(); GC.Collect(); return unzipFiles; } public string GetZipFileExtention(string fileFullName) { int index = fileFullName.LastIndexOf("."); if (index <= 0) { throw new Exception("The source package file is not a compress file"); } //extension string string ext = fileFullName.Substring(index); if (ext == ".rar" || ext == ".zip") { return ext; } else { throw new Exception("The source package file is not a compress file"); } } } }static
string
ZipResSourcePath
{
get
{
foreach
(
string
arg
in
System.Environment.GetCommandLineArgs())
{
UnityEngine.Debug.Log(
"ZipResSourcePath:"
+ arg);
if
(arg.StartsWith(
"project"
))
{
return
arg.Split(
‘-‘
)[1];
}
}
return
""
;
}
}
static
string
ZipResDesPath
{
get
{
foreach
(
string
arg
in
System.Environment.GetCommandLineArgs())
{
UnityEngine.Debug.Log(
"ZipResDesPath:"
+ arg);
if
(arg.StartsWith(
"project"
))
{
return
arg.Split(
‘-‘
)[2];
}
}
return
""
;
}
}
public
static
void
MultiFilesCompress()
{
ZipUtility zip =
new
ZipUtility();
DateTime d = DateTime.Now;
string
zipName = @ZipResDesPath + d.ToString(
"yyyy_MM_dd_HH_mm_ss"
) +
".zip"
;
zip.ZipFileFromDirectory(@ZipResSourcePath, zipName, 4);
UnityEngine.Debug.LogError(
"ZipTest Complete:"
);
}