Unity3D保存游戏的⼏种⽅式
1. playerpref
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 List<int> livingTargetPositions = new List<int>();
public List<int> livingMonsterTypes = new List<int>();
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<TargetManager>();
if (targetManager.activeMonster != null)
{
save.livingTargetPositions.Add(targetManager.targetPosition);
int type = targetManager.activeMonster.GetComponent<MonsterManager>().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<TargetManager>().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<TargetManager>().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" + "/"); //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" + "/")) { UIManager._instance.ShowMessage("保存成功"); } } private void LoadByBin() {
if(File.Exists(Application.dataPath + "/StreamingFile" + "/")) {
//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" + "/", 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
游戏xml文件修改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<Save>(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" + "/";
//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" + "/"))
{
UIManager._instance.ShowMessage("保存成功");
}
}
private void LoadByXml()
{
string filePath = Application.dataPath + "/StreamingFile" + "/";
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");
}
}