Unity3D 本地数据持久化几种方式
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.bin";
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.bin";
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>