unity xml序列化与反序列化 多平台

换平台确实是一个头疼的问题,本来在pc用.net的json处理数据很是顺手的,但是发布web版本后,发现他不支持。后面找了好几个开源json都不能很好的支持web,或者不能支持List等。于是我就想着自己利用xml写一个序列化与反序列化用来存储数据或者解析数据。这里我只测试了pc与web平台,移动端的没有测试。


自定义xml序列化脚本,因为可能使用到中文,所以设置utf-8编码:

using UnityEngine;
using System.Collections;
using System.Text;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using System;

/// <summary>
/// XML序列化
/// </summary>
public class CustomXMLData  {

    private static CustomXMLData xmlData;
    /// <summary>
    /// 获取本类对象
    /// </summary>
    /// <returns></returns>
    public static CustomXMLData getInstance()
    {
        if (xmlData == null)
        {
            xmlData = new CustomXMLData();
        }
        return xmlData;
    }

    /// <summary>
    /// 序列化--内存流
    /// </summary>
    /// <param name="pObject">对象</param>
    /// <param name="t">类型</param>
    /// <returns></returns>
    public string SerializeObject(object pObject, Type t)
    {
        string XmlizedString = null;
        MemoryStream memoryStream = new MemoryStream();
        XmlSerializer xs = new XmlSerializer(t);
        XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
        xs.Serialize(xmlTextWriter, pObject);
        memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
        XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
        Debug.Log("" + XmlizedString);
        return XmlizedString;

    }

    /// <summary>
    /// 字节转string
    /// </summary>
    /// <param name="characters">字节数组</param>
    /// <returns></returns>
    private string UTF8ByteArrayToString(byte[] characters)
    {
        UTF8Encoding encoding = new UTF8Encoding();
        string constructedString = encoding.GetString(characters);
        return (constructedString);
    }

    /// <summary>
    /// 反序列化
    /// </summary>
    /// <param name="pXmlizedString">string内容</param>
    /// <param name="t">类型</param>
    /// <returns></returns>
    public object DeserializeObject(string pXmlizedString, Type t)
    {
        XmlSerializer xs = new XmlSerializer(t);
        MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
        XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
        return xs.Deserialize(memoryStream);
    }

    /// <summary>
    /// 字符串转字节数组
    /// </summary>
    /// <param name="pXmlString">字符内容</param>
    /// <returns></returns>
    private byte[] StringToUTF8ByteArray(string pXmlString)
    {
        UTF8Encoding encoding = new UTF8Encoding();
        byte[] byteArray = encoding.GetBytes(pXmlString);
        return byteArray;
    }

    /// <summary>
    /// 序列化--XML文件
    /// </summary>
    /// <param name="pObject">对象</param>
    /// <param name="t">类型</param>
    /// <param name="XMLPath">生成的xml路径</param>
    public void SerializeObjectXML(object pObject, Type t,string XMLPath)
    {
        XmlWriterSettings ws = new XmlWriterSettings();
        ws.Encoding = Encoding.UTF8;
        XmlWriter xmTextWriter = XmlWriter.Create(XMLPath, ws);
        XmlSerializer xmlFormat = new XmlSerializer(t);
        xmlFormat.Serialize(xmTextWriter,pObject);
    }
}

测试脚本:

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

	// Use this for initialization
	void Start () {
        //定义Player对象
        Player player = new Player("学号ID",50,26.5f);

        //序列化 通过内存流转为字符串,可以将字符串存于数据库中存储操作或其他操作
        string serStr=CustomXMLData.getInstance().SerializeObject(player,typeof(Player));
        //反序列化 将字符串解析为Player对象
        Player tempPlayer = (Player)CustomXMLData.getInstance().DeserializeObject(serStr, typeof(Player));
        
        //序列化 创建本地xml文件
        CustomXMLData.getInstance().SerializeObjectXML(player, typeof(Player), Application.dataPath + "/1.xml");
        //读取xml的内容 并反序列化
        StartCoroutine(ReadXml(Application.dataPath + "/1.xml"));
	}
	
	// Update is called once per frame
	void Update () {
	
	}

    /// <summary>
    /// 读取xml的内容 并反序列化
    /// </summary>
    /// <param name="xmlPath">xml文件的路径</param>
    /// <returns></returns>
    IEnumerator ReadXml(string xmlPath)
    {
        Player tempPlayer=null;
        WWW w = new WWW(xmlPath);
        yield return w;
        if(w.error==null)
            tempPlayer = (Player)CustomXMLData.getInstance().DeserializeObject(w.text, typeof(Player));
    }

}


using System; //需要用到MemoryStream using System.IO; using UnityEngine; //引入ProtoBuf命名空间 using ProtoBuf; /// /// 测试类 /// public class TestProtobuf : MonoBehaviour { /// /// 用于测试的数据类 /// [ProtoContract] //声明这个类能被序列化 public class UserData { //声明每一个需要被序列化的成员,编号从1开始 [ProtoMember(1)] public int id; [ProtoMember(2)] public string name; [ProtoMember(3)] public int level; } //测试代码 void Start() { //将要被序列化的UserData示例 UserData user1 = new UserData (); user1.id = 1; user1.name = "User1"; user1.level = 10; //打印user1 Debug.Log (string.Format ("user1-> id:{0}, name:{1}, level:{2}", user1.id, user1.name, user1.level)); //序列化 byte[] buff = null; using (MemoryStream ms = new MemoryStream ()) { Serializer.Serialize (ms, user1); ms.Position = 0; int length = (int)ms.Length; buff = new byte[length]; ms.Read (buff, 0, length); } //输出字节数组 Debug.Log (string.Format("Serialized data-> {0}", BitConverter.ToString(buff))); //反序列化 UserData user2 = default(UserData); using (MemoryStream ms = new MemoryStream (buff)) { user2 = Serializer.Deserialize (ms); } //打印反序列化生成的user2 Debug.Log (string.Format ("user2-> id:{0}, name:{1}, level:{2}", user2.id, user2.name, user2.level)); } } 作者:qufangliu 链接:https://www.jianshu.com/p/d9be1b3d2446 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。
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