保存游戏状态的最佳方法是什么?
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
。
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。
回答:
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
。
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。
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byte
array。然后File.WriteAllBytes
,您可以使用和File.ReadAllBytes
保存并读取字节数组。
这是一个通用类,可用于保存数据。几乎与此相同,但
使用PlayerPrefs
。它使用文件来保存json数据。
DataSaver
类:
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;
}
}
:
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");
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