转自 : http://aijun980204.blog.163.com/blog/static/1618955502010102623635842/
保存工程的信息:比如游戏进程中的位置信息,对抗双方的个人信息等:
方法1:使用xml文件:xml文件要以UTF-8的格式存储;
但是这样做会使得programmer 可以从脚本中控制xml文件中的所有的字符,包括xml文件中的语法命令字符,因此会带来不安全隐患;
附上两段代码:
A 这一段是我自己写的,将一个xml文件按照字符串读入;
虽然unity3d中的string类型说明中讲到保存的是unicode characters,但是实际上当xml文件比较大的时候,如果保存成unicode,就读不出来,如果保存成UTF-8就不存在这个问题;
using UnityEngine;
using System.Collections;
public class ReadXML: MonoBehaviour {
//store the read in file
WWW statusFile;
//decide wether the reading of xml has been finished
bool isReadIn = false;
// Use this for initialization
IEnumerator Start () {//不能用void,否则没有办法使用yield
isReadIn = false;
yield return StartCoroutine(ReadIn());
isReadIn = true;
}
IEnumerator ReadIn()
{
yield return statusFile = new WWW("file:///D:/unity/rotationAndcolor/Assets/information/testxml.xml");//注意路径的写法
}
// Update is called once per frame
void Update () {
if(isReadIn)
{
string statusData = statusFile.data;
print(statusData.Length);
}
}
//get the parameters in the xml file
void getPatameters(string _xmlString)
{
//_xmlString.[0]
}
void postParameters()
{
}
}
using UnityEngine;
using System.Collections;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System.Text;
public class _GameSaveLoad: MonoBehaviour {
// An example where the encoding can be found is at
// We will just use the KISS method and cheat a little and use
// the examples from the web page since they are fully described
// This is our local private members
Rect _Save, _Load, _SaveMSG, _LoadMSG;
bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad;
string _FileLocation,_FileName;
public GameObject _Player;
UserData myData;
string _PlayerName;
string _data;
Vector3 VPosition;
// When the EGO is instansiated the Start will trigger
// so we setup our initial values for our local members
void Start () {
// We setup our rectangles for our messages
_Save=new Rect(10,80,100,20);
_Load=new Rect(10,100,100,20);
_SaveMSG=new Rect(10,120,400,40);
_LoadMSG=new Rect(10,140,400,40);
// Where we want to save and load to and from
_FileLocation=Application.dataPath;
_FileName="SaveData.xml";
// for now, lets just set the name to Joe Schmoe
_PlayerName = "Joe Schmoe";
// we need soemthing to store the information into
myData=new UserData();
}
void Update () {}
void OnGUI()
{
//***************************************************
// Loading The Player...
// **************************************************
if (GUI.Button(_Load,"Load")) {
GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// Load our UserData into myData
LoadXML();
if(_data.ToString() != "")
{
// notice how I use a reference to type (UserData) here, you need this
// so that the returned object is converted into the correct type
myData = (UserData)DeserializeObject(_data);
// set the players position to the data we loaded
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
_Player.transform.position=VPosition;
// just a way to show that we loaded in ok
Debug.Log(myData._iUser.name);
}
}
//***************************************************
// Saving The Player...
// **************************************************
if (GUI.Button(_Save,"Save")) {
GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
myData._iUser.x=_Player.transform.position.x;
myData._iUser.y=_Player.transform.position.y;
myData._iUser.z=_Player.transform.position.z;
myData._iUser.name=_PlayerName;
// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}
}
/* The following metods came from the referenced URL */
string UTF8ByteArrayToString(byte[] characters)
{
UTF8Encoding encoding = new UTF8Encoding();
string constructedString = encoding.GetString(characters);
return (constructedString);
}
byte[] StringToUTF8ByteArray(string pXmlString)
{
UTF8Encoding encoding = new UTF8Encoding();
byte[] byteArray = encoding.GetBytes(pXmlString);
return byteArray;
}
// Here we serialize our UserData object of myData
string SerializeObject(object pObject)
{
string XmlizedString = null;
MemoryStream memoryStream = new MemoryStream();
XmlSerializer xs = new XmlSerializer(typeof(UserData));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}
// Here we deserialize it back into its original form
object DeserializeObject(string pXmlizedString)
{
XmlSerializer xs = new XmlSerializer(typeof(UserData));
MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}
// Finally our save and load methods for the file itself
void CreateXML()
{
StreamWriter writer;
FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
if(!t.Exists)
{
writer = t.CreateText();
}
else
{
t.Delete();
writer = t.CreateText();
}
writer.Write(_data);
writer.Close();
Debug.Log("File written.");
}
void LoadXML()
{
StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
string _info = r.ReadToEnd();
r.Close();
_data=_info;
Debug.Log("File Read");
}
}
// UserData is our custom class that holds our defined objects we want to store in XML format
public class UserData
{
// We have to define a default instance of the structure
public DemoData _iUser;
// Default constructor doesn't really do anything at the moment
public UserData() { }
// Anything we want to store in the XML file, we define it here
public struct DemoData
{
public float x;
public float y;
public float z;
public string name;
}
}
以下是javascript版本
import System;
import System.Collections;
import System.Xml;
import System.Xml.Serialization;
import System.IO;
import System.Text;
// Anything we want to store in the XML file, we define it here
class DemoData
{
var x : float;
var y : float;
var z : float;
var name : String;
}
// UserData is our custom class that holds our defined objects we want to store in XML format
class UserData
{
// We have to define a default instance of the structure
public var _iUser : DemoData = new DemoData();
// Default constructor doesn't really do anything at the moment
function UserData() { }
}
//public class GameSaveLoad: MonoBehaviour {
// An example where the encoding can be found is at
// We will just use the KISS method and cheat a little and use
// the examples from the web page since they are fully described
// This is our local private members
private var _Save : Rect;
private var _Load : Rect;
private var _SaveMSG : Rect;
private var _LoadMSG : Rect;
//var _ShouldSave : boolean;
//var _ShouldLoad : boolean;
//var _SwitchSave : boolean;
//var _SwitchLoad : boolean;
private var _FileLocation : String;
private var _FileName : String = "SaveData.xml";
//public GameObject _Player;
var _Player : GameObject;
var _PlayerName : String = "Joe Schmoe";
private var myData : UserData;
private var _data : String;
private var VPosition : Vector3;
// When the EGO is instansiated the Start will trigger
// so we setup our initial values for our local members
//function Start () {
function Awake () {
// We setup our rectangles for our messages
_Save=new Rect(10,80,100,20);
_Load=new Rect(10,100,100,20);
_SaveMSG=new Rect(10,120,200,40);
_LoadMSG=new Rect(10,140,200,40);
// Where we want to save and load to and from
_FileLocation=Application.dataPath;
// we need soemthing to store the information into
myData=new UserData();
}
function Update () {}
function OnGUI()
{
// ***************************************************
// Loading The Player...
// **************************************************
if (GUI.Button(_Load,"Load")) {
GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// Load our UserData into myData
LoadXML();
if(_data.ToString() != "")
{
// notice how I use a reference to type (UserData) here, you need this
// so that the returned object is converted into the correct type
//myData = (UserData)DeserializeObject(_data);
myData = DeserializeObject(_data);
// set the players position to the data we loaded
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
_Player.transform.position=VPosition;
// just a way to show that we loaded in ok
Debug.Log(myData._iUser.name);
}
}
// ***************************************************
// Saving The Player...
// **************************************************
if (GUI.Button(_Save,"Save")) {
GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
//Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);
myData._iUser.x = _Player.transform.position.x;
myData._iUser.y = _Player.transform.position.y;
myData._iUser.z = _Player.transform.position.z;
myData._iUser.name = _PlayerName;
// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}
}
/* The following metods came from the referenced URL */
//string UTF8ByteArrayToString(byte[] characters)
function UTF8ByteArrayToString(characters : byte[] )
{
var encoding : UTF8Encoding = new UTF8Encoding();
var constructedString : String = encoding.GetString(characters);
return (constructedString);
}
//byte[] StringToUTF8ByteArray(string pXmlString)
function StringToUTF8ByteArray(pXmlString : String)
{
var encoding : UTF8Encoding = new UTF8Encoding();
var byteArray : byte[] = encoding.GetBytes(pXmlString);
return byteArray;
}
// Here we serialize our UserData object of myData
//string SerializeObject(object pObject)
function SerializeObject(pObject : Object)
{
var XmlizedString : String = null;
var memoryStream : MemoryStream = new MemoryStream();
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}
// Here we deserialize it back into its original form
//object DeserializeObject(string pXmlizedString)
function DeserializeObject(pXmlizedString : String)
{
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var memoryStream : MemoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}
// Finally our save and load methods for the file itself
function CreateXML()
{
var writer : StreamWriter;
//FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
if(!t.Exists)
{
writer = t.CreateText();
}
else
{
t.Delete();
writer = t.CreateText();
}
writer.Write(_data);
writer.Close();
Debug.Log("File written.");
}
function LoadXML()
{
//StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
var _info : String = r.ReadToEnd();
r.Close();
_data=_info;
Debug.Log("File Read");
}
//}
方法2:使用unity 3d 的ISerializable类
它的好处是,可以将文件存成自己定义的后缀形式,并且2进制化存储,在u3d的帮助文档中有相关介绍。