Unity3D 保存游戏的几种方式
1. playerpref
官方文档:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
保存位置:
http://blog.csdn.net/william_lv/article/details/39520367
2. 保存类
定义一个Save类,当想保存游戏的时候,创建一个类,并赋值。然后存储。当想读取游戏是,先读取文件并生成一个类,然后再赋值到游戏属性。
using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Save{ public ListlivingTargetPositions = new List (); public List livingMonsterTypes = new List (); public int shootNum = 0; public int score = 0; } //创建Save对象并存储当前游戏状态信息 private Save CreateSaveGO() { //新建Save对象 Save save = new Save(); //遍历所有的target //如果其中有处于激活状态的怪物,就把该target的位置信息和激活状态的怪物的类型添加到List中 foreach (GameObject targetGO in targetGOs) { TargetManager targetManager = targetGO.GetComponent (); if (targetManager.activeMonster != null) { save.livingTargetPositions.Add(targetManager.targetPosition); int type = targetManager.activeMonster.GetComponent ().monsterType; save.livingMonsterTypes.Add(type); } } //把shootNum和score保存在Save对象中 save.shootNum = UIManager._instance.shootNum; save.score = UIManager._instance.score; //返回该Save对象 return save; } //通过读档信息重置我们的游戏状态(分数、激活状态的怪物) private void SetGame(Save save) { //先将所有的targrt里面的怪物清空,并重置所有的计时 foreach(GameObject targetGO in targetGOs) { targetGO.GetComponent ().UpdateMonsters(); } //通过反序列化得到的Save对象中存储的信息,激活指定的怪物 for(int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; int type = save.livingMonsterTypes[i]; targetGOs[position].GetComponent ().ActivateMonsterByType(type); } //更新UI显示 UIManager._instance.shootNum = save.shootNum; UIManager._instance.score = save.score; //调整为未暂停状态 UnPause(); }
2.1. 保存到二进制文件
using System.IO; using System.Runtime.Serialization.Formatters.Binary; //二进制方法:存档和读档 private void SaveByBin() { //序列化过程(将Save对象转换为字节流) Save save = CreateSaveGO(); //创建Save对象并保存当前游戏状态 BinaryFormatter bf = new BinaryFormatter(); //创建一个二进制格式化程序 FileStream fileStream = File.Create(Application.dataPath + "/StreamingFile" + "/byBin.txt"); //创建一个文件流 bf.Serialize(fileStream, save); //用二进制格式化程序的序列化方法来序列化Save对象,参数:创建的文件流和需要序列化的对象 fileStream.Close(); //关闭流 //如果文件存在,则显示保存成功 if (File.Exists(Application.dataPath + "/StreamingFile" + "/byBin.txt")) { UIManager._instance.ShowMessage("保存成功"); } } private void LoadByBin() { if(File.Exists(Application.dataPath + "/StreamingFile" + "/byBin.txt")) { //反序列化过程 //创建一个二进制格式化程序 BinaryFormatter bf = new BinaryFormatter(); //打开一个文件流 FileStream fileStream = File.Open(Application.dataPath + "/StreamingFile" + "/byBin.txt", FileMode.Open); //调用格式化程序的反序列化方法,将文件流转换为一个Save对象 Save save = (Save)bf.Deserialize(fileStream); fileStream.Close(); //关闭文件流 SetGame(save); UIManager._instance.ShowMessage(""); } else { UIManager._instance.ShowMessage("存档文件不存在"); } }
2.2..JSON
需要使用第三方库 LitJson.dll
using LitJson; //JSON:存档和读档 private void SaveByJson() { Save save = CreateSaveGO(); string filePath = Application.dataPath + "/StreamingFile" + "/byJson.json"; //利用JsonMapper将save对象转换为Json格式的字符串 string saveJsonStr = JsonMapper.ToJson(save); //将这个字符串写入到文件中 //创建一个StreamWriter,并将字符串写入文件中 StreamWriter sw = new StreamWriter(filePath); sw.Write(saveJsonStr); //关闭StreamWriter sw.Close(); UIManager._instance.ShowMessage("保存成功"); } private void LoadByJson() { string filePath = Application.dataPath + "/StreamingFile" + "/byJson.json"; if(File.Exists(filePath)) { //创建一个StreamReader,用来读取流 StreamReader sr = new StreamReader(filePath); //将读取到的流赋值给jsonStr string jsonStr = sr.ReadToEnd(); //关闭 sr.Close(); //将字符串jsonStr转换为Save对象 Save save = JsonMapper.ToObject(jsonStr); SetGame(save); UIManager._instance.ShowMessage(""); } else { UIManager._instance.ShowMessage("存档文件不存在"); } }
2.3.. XML
using System.Xml; //XML:存档和读档 private void SaveByXml() { Save save = CreateSaveGO(); //创建XML文件的存储路径 string filePath = Application.dataPath + "/StreamingFile" + "/byXML.txt"; //创建XML文档 XmlDocument xmlDoc = new XmlDocument(); //创建根节点,即最上层节点 XmlElement root = xmlDoc.CreateElement("save"); //设置根节点中的值 root.SetAttribute("name", "saveFile1"); //创建XmlElement XmlElement target; XmlElement targetPosition; XmlElement monsterType; //遍历save中存储的数据,将数据转换成XML格式 for(int i = 0; i < save.livingTargetPositions.Count; i++) { target = xmlDoc.CreateElement("target"); targetPosition = xmlDoc.CreateElement("targetPosition"); //设置InnerText值 targetPosition.InnerText = save.livingTargetPositions[i].ToString(); monsterType = xmlDoc.CreateElement("monsterType"); monsterType.InnerText = save.livingMonsterTypes[i].ToString(); //设置节点间的层级关系 root -- target -- (targetPosition, monsterType) target.AppendChild(targetPosition); target.AppendChild(monsterType); root.AppendChild(target); } //设置射击数和分数节点并设置层级关系 xmlDoc -- root --(target-- (targetPosition, monsterType), shootNum, score) XmlElement shootNum = xmlDoc.CreateElement("shootNum"); shootNum.InnerText = save.shootNum.ToString(); root.AppendChild(shootNum); XmlElement score = xmlDoc.CreateElement("score"); score.InnerText = save.score.ToString(); root.AppendChild(score); xmlDoc.AppendChild(root); xmlDoc.Save(filePath); if(File.Exists(Application.dataPath + "/StreamingFile" + "/byXML.txt")) { UIManager._instance.ShowMessage("保存成功"); } } private void LoadByXml() { string filePath = Application.dataPath + "/StreamingFile" + "/byXML.txt"; if(File.Exists(filePath)) { Save save = new Save(); //加载XML文档 XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(filePath); //通过节点名称来获取元素,结果为XmlNodeList类型 XmlNodeList targets = xmlDoc.GetElementsByTagName("target"); //遍历所有的target节点,并获得子节点和子节点的InnerText if(targets.Count != 0) { foreach(XmlNode target in targets) { XmlNode targetPosition = target.ChildNodes[0]; int targetPositionIndex = int.Parse(targetPosition.InnerText); //把得到的值存储到save中 save.livingTargetPositions.Add(targetPositionIndex); XmlNode monsterType = target.ChildNodes[1]; int monsterTypeIndex = int.Parse(monsterType.InnerText); save.livingMonsterTypes.Add(monsterTypeIndex); } } //得到存储的射击数和分数 XmlNodeList shootNum = xmlDoc.GetElementsByTagName("shootNum"); int shootNumCount = int.Parse(shootNum[0].InnerText); save.shootNum = shootNumCount; XmlNodeList score = xmlDoc.GetElementsByTagName("score"); int scoreCount = int.Parse(score[0].InnerText); save.score = scoreCount; SetGame(save); UIManager._instance.ShowMessage(""); } else { UIManager._instance.ShowMessage("存档文件不存在"); } }