保存游戏状态的最佳方法是什么?
BinaryFormatter
.
但我听说这种方式有一些问题,不适合储蓄。
BinaryFormatter
Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
BinaryFormatter
.
PlayerPrefs
Json
在我的例子中,保存格式必须是字节数组。
string
byte
File.WriteAllBytes
File.ReadAllBytes
PlayerPrefs
DataSaver
public class DataSaver{ //Save Data public static void saveData<T>(T dataToSave, string dataFileName) { string tempPath = Path.Combine(Application.persistentDataPath, "data"); tempPath = Path.Combine(tempPath, dataFileName + ".txt"); //Convert To Json then to bytes string jsonData = JsonUtility.ToJson(dataToSave, true); byte[] jsonByte = Encoding.ASCII.GetBytes(jsonData); //Create Directory if it does not exist if (!Directory.Exists(Path.GetDirectoryName(tempPath))) { Directory.CreateDirectory(Path.GetDirectoryName(tempPath)); } //Debug.Log(path); try { File.WriteAllBytes(tempPath, jsonByte); Debug.Log("Saved Data to: " + tempPath.Replace("/", "\\")); } catch (Exception e) { Debug.LogWarning("Failed To PlayerInfo Data to: " + tempPath.Replace("/", "\\")); Debug.LogWarning("Error: " + e.Message); } } //Load Data public static T loadData<T>(string dataFileName) { string tempPath = Path.Combine(Application.persistentDataPath, "data"); tempPath = Path.Combine(tempPath, dataFileName + ".txt"); //Exit if Directory or File does not exist if (!Directory.Exists(Path.GetDirectoryName(tempPath))) { Debug.LogWarning("Directory does not exist"); return default(T); } if (!File.Exists(tempPath)) { Debug.Log("File does not exist"); return default(T); } //Load saved Json byte[] jsonByte = null; try { jsonByte = File.ReadAllBytes(tempPath); Debug.Log("Loaded Data from: " + tempPath.Replace("/", "\\")); } catch (Exception e) { Debug.LogWarning("Failed To Load Data from: " + tempPath.Replace("/", "\\")); Debug.LogWarning("Error: " + e.Message); } //Convert to json string string jsonData = Encoding.ASCII.GetString(jsonByte); //Convert to Object object resultValue = JsonUtility.FromJson<T>(jsonData); return (T)Convert.ChangeType(resultValue, typeof(T)); } public static bool deleteData(string dataFileName) { bool success = false; //Load Data string tempPath = Path.Combine(Application.persistentDataPath, "data"); tempPath = Path.Combine(tempPath, dataFileName + ".txt"); //Exit if Directory or File does not exist if (!Directory.Exists(Path.GetDirectoryName(tempPath))) { Debug.LogWarning("Directory does not exist"); return false; } if (!File.Exists(tempPath)) { Debug.Log("File does not exist"); return false; } try { File.Delete(tempPath); Debug.Log("Data deleted from: " + tempPath.Replace("/", "\\")); success = true; } catch (Exception e) { Debug.LogWarning("Failed To Delete Data: " + e.Message); } return success; }}
使用:
要保存的示例类:
[Serializable]public class PlayerInfo{ public List<int> ID = new List<int>(); public List<int> Amounts = new List<int>(); public int life = 0; public float highScore = 0;}
保存数据:
PlayerInfo saveData = new PlayerInfo();saveData.life = 99;saveData.highScore = 40; //Save data from PlayerInfo to a file named playersDataSaver.saveData(saveData, "players");
负载数据:
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players");if (loadedData == null){ return;}//Display loaded DataDebug.Log("Life: " + loadedData.life); Debug.Log("High Score: " + loadedData.highScore);for (int i = 0; i < loadedData.ID.Count; i++){ Debug.Log("ID: " + loadedData.ID[i]);}for (int i = 0; i < loadedData.Amounts.Count; i++){ Debug.Log("Amounts: " + loadedData.Amounts[i]);}
删除数据:
DataSaver.deleteData("players");
举报