using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; internal static class DirectoryUtility { internal static void DeleteDirectory(string directoryPath, bool onlyIfEmpty = true, bool recursiveDelete = true) { if (!Directory.Exists(directoryPath)) return; if (!onlyIfEmpty || (onlyIfEmpty && Directory.GetFiles(directoryPath).Length == 0 && Directory.GetDirectories(directoryPath).Length == 0)) Directory.Delete(directoryPath, recursiveDelete); } internal static void DirectoryCopy(string sourceDirName, string destDirName, bool copySubDirs) { // Get the subdirectories for the specified directory. DirectoryInfo dir = new DirectoryInfo(sourceDirName); if (!dir.Exists) { throw new DirectoryNotFoundException( "Source directory does not exist or could not be found: " + sourceDirName); } DirectoryInfo[] dirs = dir.GetDirectories(); // If the destination directory doesn't exist, create it. if (!Directory.Exists(destDirName)) Directory.CreateDirectory(destDirName); // Get the files in the directory and copy them to the new location. FileInfo[] files = dir.GetFiles(); foreach (FileInfo file in files) { string temppath = Path.Combine(destDirName, file.Name); file.CopyTo(temppath, true); } // If copying subdirectories, copy them and their contents to new location. if (copySubDirs) { foreach (DirectoryInfo subdir in dirs) { string temppath = Path.Combine(destDirName, subdir.Name); DirectoryCopy(subdir.FullName, temppath, true); } } } }