//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)
//创建Save对象并保存当前游戏状态
Save save = CreateSaveGO();
//创建一个二进制格式化程序
BinaryFormatter bf = new BinaryFormatter();
//创建一个文件流
FileStream fileStream = File.Create(Application.dataPath + "/StreamingFile" + "/byBin.txt");
//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
bf.Serialize(fileStream, save);
//关闭流
fileStream.Close();
//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);
//关闭文件流
fileStream.Close();
SetGame(save);
UIManager._instance.ShowMessage("");
}
else
{
UIManager._instance.ShowMessage("存档文件不存在");
}
}
//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");
}
}
//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<Save>(jsonStr);
SetGame(save);
UIManager._instance.ShowMessage("");
}
else
{
UIManager._instance.ShowMessage("存档文件不存在");
}
}
Unity数据存储(二进制,xml,json)
于 2018-01-15 15:47:26 首次发布