Unity中XML的解析,读取,存储,AES256加密,AES256加密解析..

参考:刘国柱大神书籍:Unity3D/2D游戏开发,26章-数据持久化技术

XMLOperation代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// XmlSerializer引入命名空间
using System.Xml.Serialization;

// Convert,Type引入命名空间
using System;

// MemoryStream引入命名空间
using System.IO;

// XmlTextWriter引入命名空间
using System.Xml;

// RijndaelManaged引入命名空间
using System.Security.Cryptography;

// UTF8引入命名空间
using System.Text;

public class XMLOperation
{
	private static XMLOperation instance = null;

	public static XMLOperation Instance {
		get {
			if (instance == null) {
				instance = new XMLOperation ();
			}
			return instance;
		}
	}

	/// <summary>
	/// 加密方法
	/// </summary>
	/// <param name="toE">To e.</param>
	public string Encrypt (string toE)
	{
		//加密和解密必须采用相同的key,具体自己填写,但是必须为32位
		byte[] keyArray = UTF8Encoding.UTF8.GetBytes ("12345678123456781234567812345678");
		//访问 Rijndael 算法的托管版本
		RijndaelManaged rDel = new RijndaelManaged ();
		//设置对称算法的密钥 模式 填充模式
		rDel.Key = keyArray;
		rDel.Mode = CipherMode.ECB;
		rDel.Padding = PaddingMode.PKCS7;
		//用当前的 Key 属性和初始化向量 (IV) 创建对称加密器对象。
		ICryptoTransform cTrans = rDel.CreateEncryptor ();
		//转换为UTF8编码的字节数组
		byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes (toE);
		byte[] resultArray = cTrans.TransformFinalBlock (toEncryptArray, 0, toEncryptArray.Length);
		//将8位元不带正负号的整数阵列的值,转换为使用Base-64 位数编码的相等字串表示。
		return Convert.ToBase64String (resultArray, 0, resultArray.Length);
	}

	/// <summary>
	/// 解密方法
	/// </summary>
	/// <param name="toD">To d.</param>
	public string Decrypt (string toD)
	{
		byte[] keyArray = UTF8Encoding.UTF8.GetBytes ("12345678123456781234567812345678");
		RijndaelManaged rDel = new RijndaelManaged ();
		rDel.Key = keyArray;
		rDel.Mode = CipherMode.ECB;
		rDel.Padding = PaddingMode.PKCS7;
		ICryptoTransform cTrans = rDel.CreateDecryptor ();
		byte[] toEncryptArray = Convert.FromBase64String (toD);
		byte[] resultArray = cTrans.TransformFinalBlock (toEncryptArray, 0, toEncryptArray.Length);
		return UTF8Encoding.UTF8.GetString (resultArray);
	}

	/// <summary>
	/// 序列化对象
	/// </summary>
	/// <returns>The object.</returns>
	/// <param name="pObjcet">P objcet.</param>
	/// <param name="type">Type.</param>
	public string SerializeObject (object pObjcet, Type type)
	{
		string XMLizedString = null;
		//系统内存提供流式的读写操作,常作为其他流数据交换时的中间对象操作。
		MemoryStream memoryStream = new MemoryStream ();
		//XMLSerializer 对象使你能够把一个 XML 文档或 Node 对象转化或“序列化”为未解析的 XML 标记的一个字符串
		XmlSerializer xs = new XmlSerializer (type);
		// XmlTextWriter 写文件
		XmlTextWriter xmlTextWriter = new XmlTextWriter (memoryStream, Encoding.UTF8);
		//序列化对象 
		xs.Serialize (xmlTextWriter, pObjcet);
		memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
		XMLizedString = UTF8ByteArrayToString (memoryStream.ToArray ());
		return XMLizedString;
	}

	/// <summary>
	/// 反序列化对象
	/// </summary>
	/// <returns>The serialize object.</returns>
	/// <param name="XmlizedString">Xmlized string.</param>
	/// <param name="type">Type.</param>
	public object DeSerializeObject (string XmlizedString, Type type)
	{
		//XMLSerializer 对象使你能够把一个 XML 文档或 Node 对象转化或“序列化”为未解析的 XML 标记的一个字符串
		XmlSerializer xs = new XmlSerializer (type);
		MemoryStream memoryStream = new MemoryStream (StringToUTF8ByteArray (XmlizedString));
		XmlTextWriter xmlTextWriter = new XmlTextWriter (memoryStream, Encoding.UTF8);
		return xs.Deserialize (memoryStream);
	}

	/// <summary>
	/// 创建XML文件
	/// </summary>
	/// <param name="fileName">文件名.</param>
	/// <param name="fileDate">文件数据.</param>
	public void CreateXML (string fileName, string fileData)
	{
		//写文件流
		StreamWriter sWrite;
		//是否加密处理
		//string strWriteFileData = Encrypt (fileData);
		//写入文件数据
		string strWriteFileData = fileData;
		//创建文件
		sWrite = File.CreateText (fileName);
		//文件写入数据
		sWrite.Write (strWriteFileData);
		//关闭文件流
		sWrite.Close ();
	}

	/// <summary>
	/// 读取文件
	/// </summary>
	/// <returns>The XM.</returns>
	/// <param name="fileName">文件名</param>
	public string LoadXML (string fileName)
	{
		//读文件流
		StreamReader sReader;
		//读取数据字符串
		string dataStr;
		sReader = File.OpenText (fileName);
		dataStr = sReader.ReadToEnd ();
		//关闭文件流读取
		sReader.Close ();
		//是否加密处理
		//return Decrypt (dataStr);
		return dataStr;
	}


	/// <summary>
	/// 判断是否存在文件
	/// </summary>
	/// <returns><c>true</c> if this instance has file the specified fileName; otherwise, <c>false</c>.</returns>
	/// <param name="fileName">File name.</param>
	public bool HasFile (String fileName)
	{
		return File.Exists (fileName);
	}

	/// <summary>
	/// UTF8字节数组转字符串
	/// </summary>
	/// <returns>The f8 byte array to string.</returns>
	/// <param name="characters">Characters.</param>
	public string UTF8ByteArrayToString (byte[] characters)
	{
		UTF8Encoding encoding = new UTF8Encoding ();
		string constructString = encoding.GetString (characters);
		return constructString;
	}

	/// <summary>
	/// 字符串转UTF8字节数组
	/// </summary>
	/// <returns>The to UT f8 byte array.</returns>
	/// <param name="xmlString">Xml string.</param>
	public byte[] StringToUTF8ByteArray (String xmlString)
	{
		UTF8Encoding encoding = new UTF8Encoding ();
		byte[] byteArray = encoding.GetBytes (xmlString);
		return byteArray;
	}
}

  LevelData代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LevelData
{
	/// <summary>
	/// 关卡编号
	/// </summary>
	public int levelNumber;
	/// <summary>
	/// 关卡是否解锁
	/// </summary>
	public bool isUnlock;
	/// <summary>
	/// 关卡名字
	/// </summary>
	public string levelName;
	/// <summary>
	/// 关卡详情
	/// </summary>
	public LevelDetailInfo levelDetailInfos;

	public LevelData ()
	{
		
	}

	public LevelData (int levelNumber, bool isUnlock, string levelName, LevelDetailInfo levelDetailInfos)
	{
		this.levelNumber = levelNumber;
		this.isUnlock = isUnlock;
		this.levelName = levelName;
		this.levelDetailInfos = levelDetailInfos;
	}
}

  LevelDetailInfo代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LevelDetailInfo
{
	/// <summary>
	/// 通关要求
	/// </summary>
	public string DemandOfPass;
	/// <summary>
	/// 详细内容
	/// </summary>
	public string DetailContent;

	public LevelDetailInfo ()
	{
		
	}

	public LevelDetailInfo (string DemandOfPass, string DetailContent)
	{
		this.DemandOfPass = DemandOfPass;
		this.DetailContent = DetailContent;
	}
}

  TestXML代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestXML : MonoBehaviour
{
	//关卡数据集合
	public List<LevelData> levelDateList = new List<LevelData> ();
	static string fileName;

	void Start ()
	{
		fileName = Application.persistentDataPath + "/UnityLevelData";
		TestCase ();
		StoreDataToXMLFile ();
		ReadDataFromXMLFile ();
	}

	/// <summary>
	/// xml描述
	/// </summary>
	void TestCase ()
	{
		LevelDetailInfo levelDetailInfo0 = new LevelDetailInfo ("我是第一关的描述要求", "我是第一关的详细内容,跑酷");
		LevelDetailInfo levelDetailInfo1 = new LevelDetailInfo ("我是第二关的描述要求", "我是第二关的详细内容,穿针");
		levelDateList.Add (new LevelData (0, true, "第一关", levelDetailInfo0));
		levelDateList.Add (new LevelData (1, true, "第二关", levelDetailInfo1));
	}

	/// <summary>
	/// 写入数据
	/// </summary>
	void StoreDataToXMLFile ()
	{
		string s = XMLOperation.Instance.SerializeObject (levelDateList, typeof(List<LevelData>));
		Debug.Log ("持久化xml = " + s);
		Debug.Log ("创建文件名fileName的路径 = " + fileName);
		XMLOperation.Instance.CreateXML (fileName, s);
		string encrypt = XMLOperation.Instance.Encrypt (s);
		Debug.Log ("加密的 = " + encrypt);
		string decrypt = XMLOperation.Instance.Decrypt (encrypt);
		Debug.Log ("解密的 = " + decrypt);
	}

	/// <summary>
	/// 从文件中读取数据
	/// </summary>
	void ReadDataFromXMLFile ()
	{
		try {
			string strTemp = XMLOperation.Instance.LoadXML (fileName);
			levelDateList = XMLOperation.Instance.DeSerializeObject (strTemp, typeof(List<LevelData>))as List<LevelData>;
			foreach (LevelData item in levelDateList) {
				Debug.Log ("关卡号 : " + item.levelNumber);
				Debug.Log ("关卡是否解锁 : " + item.isUnlock);
				Debug.Log ("关卡名字 : " + item.levelName);
				Debug.Log ("通关要求 : " + item.levelDetailInfos.DemandOfPass);
				Debug.Log ("详细内容 : " + item.levelDetailInfos.DetailContent);
			}
		} catch (System.Exception ex) {
			Debug.Log ("读取XML错误 异常" + ex);
		}
	}
}

 打印信息如下:

 

 

posted @ 2018-08-23 13:27  不够自律的人  阅读(302)  评论(0编辑  收藏  举报