我找到了在Unity3D游戏引擎中保存游戏数据的最佳方法。 首先,我使用序列化对象BinaryFormatter。
BinaryFormatter
但是我听说这种方式存在一些问题,不适合保存。 那么,保存游戏状态的最佳或推荐方法是什么?
就我而言,保存格式必须为字节数组。
但是我听说这种方式存在一些问题,不适合保存。
那就对了。在某些设备上,存在问题BinaryFormatter。当您更新或更改类时,情况会变得更糟。由于课程不再匹配,您的旧设置可能会丢失。有时,由于这个原因,读取保存的数据时会出现异常。
另外,在iOS上,您必须添加,Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");否则会遇到问题BinaryFormatter。
Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
最好的保存方式是PlayerPrefs和Json。您可以在此处了解如何进行操作。
PlayerPrefs
Json
就我而言,保存格式必须为字节数组
在这种情况下,您可以将其转换为json,然后将json转换string为bytearray。然后File.WriteAllBytes,您可以使用和File.ReadAllBytes保存并读取字节数组。
string
byte
File.WriteAllBytes
File.ReadAllBytes
这是一个通用类,可用于保存数据。几乎与此相同,但 不 使用PlayerPrefs。它使用文件来保存json数据。
DataSaver 类:
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; } }
用法 :
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 players DataSaver.saveData(saveData, "players");
加载数据:
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players"); if (loadedData == null) { return; } //Display loaded Data Debug.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");