最好用的数据存储Easy Save2讲解

转载:http://www.manew.com/thread-100109-1-1.html
 
今天抽时间学习了“Easy Save2”插件,版本v2.6.3  我个人觉得这个插件是做数据存取最好的插件~~可以取代PlayerPrefs。
它不仅可以直接存取PlayerPrefs支持的int、float、string、bool
还包括下图中所有类型

 

如果不指定位置,数据会存储在Application.persistentDataPath里
你也可以指定它的存储位置 类似下面这样
[C#] 纯文本查看 复制代码
 
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ES2.Save(data, "C:/Users/User/myFile.txt");    // 这里myFile.txt只存储data
ES2.Save(transform.position, "C:/Users/User/myFile.txt?tag=myPosition");   // 在myFile.txt文件里插入key:myPosition对应value:transform.position
transform.position = ES2.Load<Vector3>("C:/Users/User/myFile.txt?tag=myPosition");  //从myFile.txt文件里读取key:myPosition的value
也可以存储到web
[C#] 纯文本查看 复制代码
 
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public IEnumerator UploadMesh(Mesh mesh, string tag)
{
    // Create a URL and add parameters to the end of it.
    string myURL = "http://www.server.com/ES2.php";
    myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";
 
    // Create our ES2Web object.
    ES2Web web = new ES2Web(myURL + "&tag=" + tag);
 
    // Start uploading our data and wait for it to finish.
    yield return StartCoroutine(web.Upload(mesh));
 
    if (web.isError)
    {
        // Enter your own code to handle errors here.
        Debug.LogError(web.errorCode + ":" + web.error);
    }
}
 
public IEnumerator DownloadMesh(string tag)
{
    // Create a URL and add parameters to the end of it.
    string myURL = "http://www.server.com/ES2.php";
    myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";
 
    // Create our ES2Web object.
    ES2Web web = new ES2Web(myURL + "&tag=" + tag);
 
    // Start downloading our data and wait for it to finish.
    yield return StartCoroutine(web.Download());
 
    if (web.isError)
    {
        // Enter your own code to handle errors here.
        Debug.LogError(web.errorCode + ":" + web.error);
    }
    else
    {
        // We could save our data to a local file and load from that.
        web.SaveToFile("myFile.txt");
 
        // Or we could just load directly from the ES2Web object.
        this.GetComponent<MeshFilter>().mesh = web.Load<Mesh>(tag);
    }
}
而且在存储和读取基本都是一条命令搞定,很方便。当然数据都是经过加密存储的
需要注意的是在存储Texture时,需要把图片类型改成“Advanced”,并勾选“Read/Write Enabled”
下面给大家分享下我测试的几个类型
[C#] 纯文本查看 复制代码
 
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
  
  
public class SaveTest : MonoBehaviour {
  
    public Image image;
  
    public void Save()
    {
        ES2.Save(123, "IntData");
  
        ES2.Save(1.23f, "FloatData");
  
        ES2.Save(true, "BoolData");
  
        ES2.Save("abc", "StringData");
  
        ES2.Save(new Vector3(10, 20, 30), "Vector3Data");
  
        // 存储transform
        GameObject go = new GameObject();
        go.transform.localPosition = new Vector3(10, 20, 30);
        go.transform.localScale = new Vector3(3, 3, 3);
        ES2.Save(go.transform, "TransformData");
  
        // 存储数组
        int[] intArray = new int[3] { 3, 2, 1 };
        ES2.Save(intArray, "IntArrayData");
  
        // 存储集合
        List<string> stringList = new List<string>();
        stringList.Add("stringlist1");
        stringList.Add("stringlist2");
        stringList.Add("stringlist3");
        ES2.Save(stringList, "StringListData");
  
        // 存储字典
        Dictionary<int, string> stringDict = new Dictionary<int, string>();
        stringDict.Add(1, "a");
        stringDict.Add(2, "b");
        ES2.Save(stringDict, "StringDictData");
  
        // 存储栈
        Stack<string> stringStack = new Stack<string>();
        stringStack.Push("aaa");
        stringStack.Push("bbb");
        ES2.Save(stringStack, "StringStackData");
  
        ES2.SaveImage(image.sprite.texture, "MyImage.png");
    }
  
    public void Load()
    {
        int loadInt = ES2.Load<int>("IntData");
        Debug.Log("读取的int:" + loadInt);
  
        float loadFloat = ES2.Load<float>("FloatData");
        Debug.Log("读取的float:" + loadFloat);
  
        bool loadBool = ES2.Load<bool>("BoolData");
        Debug.Log("读取的bool:" + loadBool);
  
        string loadString = ES2.Load<string>("StringData");
        Debug.Log("读取的string:" + loadString);
  
        Vector3 loadVector3 = ES2.Load<Vector3>("Vector3Data");
        Debug.Log("读取的vector3:" + loadVector3);
  
        Transform loadTransform = ES2.Load<Transform>("TransformData");
        Debug.Log("读取的transform: 坐标" + loadTransform.localPosition + " 缩放" + loadTransform.localScale);
  
        // 读取数组格式存储
        int[] loadIntArray = ES2.LoadArray<int>("IntArrayData");
        foreach (int i in loadIntArray)
        {
            Debug.Log("读取的数组:" + i);
        }
  
        // 读取集合格式存储
        List<string> loadStringList = ES2.LoadList<string>("StringListData");
        foreach (string s in loadStringList)
        {
            Debug.Log("读取的集合数据:" + s);
        }
  
        // 读取字典格式存储
        Dictionary<int, string> loadStringDict = ES2.LoadDictionary<int, string>("StringDictData");
        foreach (var item in loadStringDict)
        {
            Debug.Log("读取的字典数据: key" + item.Key + " value" + item.Value);
        }
  
        Stack<string> loadStringStack = ES2.LoadStack<string>("StringStackData");
        foreach (string ss in loadStringStack)
        {
            Debug.Log("读取的栈内数据:" + ss);
        }
  
        Texture2D tex = ES2.LoadImage("MyImage.png");
        Sprite temp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0, 0));
        image.sprite = temp;
  
        // 判断是否有该存储key
        Debug.Log(ES2.Exists("IntData"));
  
        // 删除存储key
        ES2.Delete("IntData");
    }
  
  
}

 

附上下载链接:链接:http://pan.baidu.com/s/1gfAd0uJ 密码:3qd1   
posted @ 2017-10-17 15:52  三页菌  阅读(571)  评论(0编辑  收藏  举报