Unity3D 本地数据持久化几种方式
时间:2021-07-05 18:04:52
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下面介绍几种 Unity本地记录存储的实现方式。
第一种 Unity自身提供的 PlayerPrefs
//保存数据
- PlayerPrefs.SetString("Name",mName);
- PlayerPrefs.SetInt("Age",mAge);
- PlayerPrefs.SetFloat("Grade",mGrade)
//读取数据
- mName=PlayerPrefs.GetString("Name","DefaultValue");
- mAge=PlayerPrefs.GetInt("Age",0);
- mGrade=PlayerPrefs.GetFloat("Grade",0F);
//清除所有记录
PlayerPrefs.DeleteAll();
//删除其中某一条记录
PlayerPrefs.DeleteKey("Age");
//将记录写入磁盘
PlayerPrefs.Save()
第二种 BinaryFormatter 二进制序列化
假设有一个Player类
- [System. Serializable]
- public class Player
- {
- public int health;
- public int power;
- public Vector3 position;
- }
由于BinaryFormatter序列化不支持Unity的Vector3类型,所以我们需要做一下包装。
- public class PlayerData{
-
- public int level;
- public int health;
- public float[] position;
-
- public PlayerData(Player player)
- {
- this.level = player.level;
- this.health = player.health;
- this.position = new float[3];
- this.position[0] = player.transform.position.x;
- this.position[1] = player.transform.position.y;
- this.position[2] = player.transform.position.z;
- }
- }
我们对PlayerData进行保存和读取。读取出来的PlayerData可以赋给Player。
- public static class SaveSystem{
- //保存数据
- public static void SavePlayer(Player player)
- {
- BinaryFormatter formatter = new BinaryFormatter();
- string path = Application.persistentDataPath+"/player.fun";
- FileStream stream = new FileStream(path,FileMode.Create);
- PlayerData data = new PlayerData(player);
- formatter.Serialize(stream,data);
- stream.Close();
- }
-
- //读取数据
- public static PlayerData LoadPlayer()
- {
- string path = Application.persistentDataPath+"/player.fun";
- if(File.Exists(path))
- {
- BinaryFormatter formatter = new BinaryFormatter();
- FileStream stream = new FileStream(path,FileMode.Open);
- PlayerData data = formatter.Deserialize(stream) as PlayerData;
- stream.Close();
- return data;
- }else{
- Debug.LogError("Save file not found in "+path);
- return null;
- }
- }
- }
第三种 保存为json格式的文本文件
使用 Unity 自身API JsonUtility。
保存数据
- public static void SavePlayerJson(Player player)
- {
- string path = Application.persistentDataPath+"/player.json";
- var content = JsonUtility.ToJson(player,true);
- File.WriteAllText(path,content);
- }
读取数据
- public static PlayerData LoadPlayerJson()
- {
- string path = Application.persistentDataPath+"/player.json";
- if(File.Exists(path)){
- var content = File.ReadAllText(path);
- var playerData = JsonUtility.FromJson<PlayerData>(content);
- return playerData;
- }else{
- Debug.LogError("Save file not found in "+path);
- return null;
- }
- }
第四种 XmlSerializer进行串行化
假如有类
- public class Entity
- {
- public Entity()
- {
- }
- public Entity(string c, string f)
- {
- name = c;
- school = f;
- }
- public string name;
- public string school;
- }
读取数据
- List<Entity> entityList=null;
- XmlSerializer xs = new XmlSerializer(typeof(List<Entity>));
- using (StreamReader sr = new StreamReader(configPath))
- {
- entityList = xs.Deserialize(sr) as List<Entity>;
- }
保存数据
- List<Entity> entityList=null;
- XmlSerializer xs = new XmlSerializer(typeof(List<Entity>));
- using (StreamWriter sw = File.CreateText(configPath))
- {
- xs.Serialize(sw, entityList);
- }
对应的xml文件为:
- <?xml version="1.0" encoding="utf-8"?>
- <ArrayOfEntity xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
- <Entity>
- <Name>Alice</Name>
- <School>SJTU</School>
- </Entity>
- <Entity>
- <Name>Cici</Name>
- <School>CSU</School>
- </Entity>
- <Entity>
- <Name>Zero</Name>
- <School>HIT</School>
- </Entity>
- </ArrayOfEntity>
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