Unity3d 解析json,存数据和取数据(带源码)

原博客:https://blog.csdn.net/lzhq1982/article/details/19237031

通过一下午的学习终于弄懂了Json的使用,直接放源码

1.存的数据的基本类型

using UnityEngine;

using System.Collections;

 

public class Player {

private string name;

private int grade;

 

public string Name

{

get

{

return name;

}

 

set

{

name = value;

}

}

 

public int Grade

{

get

{

return grade;

}

 

set

{

grade = value;

}

}

}

 

2.数据存在列表里

using UnityEngine;

using System.Collections.Generic;

 

public class PlayerList {

public List<Player> players = new List<Player>();

}

上面两个类不继承于MOON

3.管理类,取数据和存数据

using UnityEngine;

using System.Collections;

using System.IO;

using LitJson;

using UnityEditor;

using System.Collections.Generic;

 

public class PlayerManager : MonoBehaviour {

// public static PlayerManager m_instacne;

PlayerList m_playerlist = new PlayerList();

 

private bool bFind;

private string filePath;

// Use this for initialization

private void Update()

{

if (Input.GetKeyDown(KeyCode.A))

{

Player player = new Player();

int temp2 = Random.Range(2, 32);

string str = "player" + temp2;

player.Name = str;

int temp = Random.Range(1, 32);

player.Grade = temp;

SavePlayerData(player);

}

}

private void Start()

{

ShowPlayers();

}

/// <summary>

/// 存入数据

/// </summary>

/// <param name="data"></param>

public void SavePlayerData(Player data)

{

filePath = Application.dataPath + @"/Resources/Settings/JsonPlayer.txt";

if (!File.Exists(filePath))

{

m_playerlist = new PlayerList();

m_playerlist.players.Add(data);

}

else

{

bool bFind = false;

for (int i = 0; i < m_playerlist.players.Count; ++i)

{

Player saveData = m_playerlist.players[i];

if (data.Name == saveData.Name)

{

saveData.Grade = data.Grade;

bFind = true;

break;

}

}

if (!bFind)

m_playerlist.players.Add(data);

}

 

FileInfo file = new FileInfo(filePath);

StreamWriter sw = file.CreateText();

string json = JsonMapper.ToJson(m_playerlist);

sw.WriteLine(json);

sw.Close();

sw.Dispose();

 

#if UNITY_EDITOR

AssetDatabase.Refresh();

#endif

}

/// <summary>

/// 取到数据

/// </summary>

public void ShowPlayers()

{

TextAsset s = Resources.Load("Settings/JsonPlayer") as TextAsset;

if (!s)

return;

 

string strData = s.text;

 

m_playerlist = JsonMapper.ToObject<PlayerList>(strData);

for(int i=0;i<m_playerlist.players.Count;i++)

{

Debug.Log(m_playerlist.players[i].Name+" "+m_playerlist.players[i].Grade);

}

}

}

 

json数据存放的路径是Resources/Settings/JsonPlayer.txt,按这个路径创建即可

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