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path: root/Runtime/Export/Windows/WindowsFile.txt
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C++RAW

#include "UnityPrefix.h"
#include "Runtime/Mono/MonoManager.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/ScriptingExportUtility.h"
#include "Runtime/Utilities/File.h"

using namespace Unity;

using namespace std;

CSRAW
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngineInternal;

namespace UnityEngine.Windows
{
CONDITIONAL UNITY_WINRT_API
CLASS File
	CUSTOM public static byte[] ReadAllBytes(string path)
	{
		File file;
		if (file.Open(path.AsUTF8(), File::kReadPermission))
		{
			std::vector<UInt8> buffer;
			buffer.resize(file.GetFileLength());
			file.Read(&buffer[0], buffer.size());
			file.Close();
			return CreateScriptingArray<UInt8>(&buffer[0], buffer.size(), GetMonoManager().GetCommonClasses().byte);
		}
		else
		{
			ErrorStringMsg("File.ReadAllBytes - failed to open %s for reading", path.AsUTF8().c_str());
		}
		return SCRIPTING_NULL;
	}

	CUSTOM public static void WriteAllBytes(string path, byte[] bytes)
	{
		File file;
		if (file.Open(path.AsUTF8(), File::kWritePermission))
		{
			int size = GetScriptingArraySize(bytes);
			UInt8* rawBytes = Scripting::GetScriptingArrayStart<UInt8>(bytes);
			file.Write(rawBytes, size);
			file.Close();
		}
		else
		{
			ErrorStringMsg("File.WriteAllBytes - failed to open %s for writing", path.AsUTF8().c_str());
		}
	}
	CUSTOM public static bool Exists(string path)
	{
		return IsFileCreated(path.AsUTF8());
	}
	CUSTOM public static void Delete(string path)
	{
		if (IsFileCreated(path.AsUTF8()))
			DeleteFileOrDirectory(path.AsUTF8());
	}
CSRAW
END

CSRAW
}