1. 封装 PlayerPrefsDataMgr.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
public class PlayerPrefsDataMgr
{
private static PlayerPrefsDataMgr instance = new PlayerPrefsDataMgr();
public static PlayerPrefsDataMgr Instance
{
get
{
return instance;
}
}
private PlayerPrefsDataMgr()
{
}
public void SaveData( object data, string keyName )
{
#region 第一步 获取传入数据对象的所有字段
Type dataType = data.GetType();
FieldInfo[] infos = dataType.GetFields();
#endregion
#region 第二步 自己定义一个key的规则 进行数据存储
#endregion
#region 第三步 遍历这些字段 进行数据存储
string saveKeyName = "";
FieldInfo info;
for (int i = 0; i < infos.Length; i++)
{
info = infos[i];
saveKeyName = keyName + "_" + dataType.Name +
"_" + info.FieldType.Name + "_" + info.Name;
SaveValue(info.GetValue(data), saveKeyName);
}
PlayerPrefs.Save();
#endregion
}
private void SaveValue(object value, string keyName)
{
Type fieldType = value.GetType();
if( fieldType == typeof(int) )
{
int rValue = (int)value;
rValue += 10;
PlayerPrefs.SetInt(keyName, rValue);
}
else if (fieldType == typeof(float))
{
PlayerPrefs.SetFloat(keyName, (float)value);
}
else if (fieldType == typeof(string))
{
PlayerPrefs.SetString(keyName, value.ToString());
}
else if (fieldType == typeof(bool))
{
PlayerPrefs.SetInt(keyName, (bool)value ? 1 : 0);
}
else if( typeof(IList).IsAssignableFrom(fieldType) )
{
IList list = value as IList;
PlayerPrefs.SetInt(keyName, list.Count);
int index = 0;
foreach (object obj in list)
{
SaveValue(obj, keyName + index);
++index;
}
}
else if( typeof(IDictionary).IsAssignableFrom(fieldType) )
{
IDictionary dic = value as IDictionary;
PlayerPrefs.SetInt(keyName, dic.Count);
int index = 0;
foreach (object key in dic.Keys)
{
SaveValue(key, keyName + "_key_" + index);
SaveValue(dic[key], keyName + "_value_" + index);
++index;
}
}
else
{
SaveData(value, keyName);
}
}
public object LoadData( Type type, string keyName )
{
object data = Activator.CreateInstance(type);
FieldInfo[] infos = type.GetFields();
string loadKeyName = "";
FieldInfo info;
for (int i = 0; i < infos.Length; i++)
{
info = infos[i];
loadKeyName = keyName + "_" + type.Name +
"_" + info.FieldType.Name + "_" + info.Name;
info.SetValue(data, LoadValue(info.FieldType, loadKeyName));
}
return data;
}
private object LoadValue(Type fieldType, string keyName)
{
if( fieldType == typeof(int) )
{
return PlayerPrefs.GetInt(keyName, 0) - 10;
}
else if (fieldType == typeof(float))
{
return PlayerPrefs.GetFloat(keyName, 0);
}
else if (fieldType == typeof(string))
{
return PlayerPrefs.GetString(keyName, "");
}
else if (fieldType == typeof(bool))
{
return PlayerPrefs.GetInt(keyName, 0) == 1 ? true : false;
}
else if( typeof(IList).IsAssignableFrom(fieldType) )
{
int count = PlayerPrefs.GetInt(keyName, 0);
IList list = Activator.CreateInstance(fieldType) as IList;
for (int i = 0; i < count; i++)
{
list.Add(LoadValue(fieldType.GetGenericArguments()[0], keyName + i));
}
return list;
}
else if( typeof(IDictionary).IsAssignableFrom(fieldType) )
{
int count = PlayerPrefs.GetInt(keyName, 0);
IDictionary dic = Activator.CreateInstance(fieldType) as IDictionary;
Type[] kvType = fieldType.GetGenericArguments();
for (int i = 0; i < count; i++)
{
dic.Add(LoadValue(kvType[0], keyName + "_key_" + i),
LoadValue(kvType[1], keyName + "_value_" + i));
}
return dic;
}
else
{
return LoadData(fieldType, keyName);
}
}
}
2. 测试
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerInfo
{
public int age;
public string name;
public float height;
public bool sex;
public List<int> list;
public Dictionary<int, string> dic;
public ItemInfo itemInfo;
public List<ItemInfo> itemList;
public Dictionary<int, ItemInfo> itemDic;
}
public class ItemInfo
{
public int id;
public int num;
public ItemInfo()
{
}
public ItemInfo(int id, int num)
{
this.id = id;
this.num = num;
}
}
public class Test : MonoBehaviour
{
void Start()
{
PlayerPrefs.DeleteAll();
PlayerInfo p = PlayerPrefsDataMgr.Instance.LoadData(typeof(PlayerInfo), "Player1") as PlayerInfo;
p.age = 18;
p.name = "D_R";
p.height = 1000;
p.sex = true;
p.itemList.Add(new ItemInfo(1, 99));
p.itemList.Add(new ItemInfo(2, 199));
p.itemDic.Add(3, new ItemInfo(3, 1));
p.itemDic.Add(4, new ItemInfo(4, 2));
PlayerPrefsDataMgr.Instance.SaveData(p, "Player1");
}
void Update()
{
}
}
3. PlayerPrefs加密思路:
1.找不到
把存在硬盘上的内容放在一个不容易找到的地方, 多层文件夹包裹, 名字辨识度低
但是对于PlayerPrefs不太适用,因为位置已经固定了,我们改不了
2. 看不懂
让数据的Key和Value让别人看不懂,俗称加密,为Key和Value加密
3. 解不出
不让别人获取到你加密的规则就解不出来了
注意:
单机游戏加密只是提高别人修改你数据的门槛,只要别人获取到你的源代码,知道你的加密规则
一切都没有任何意义
但是对于一般玩家来说几乎是不可能的事情