要保存的数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]//可序列化特性
public class Save
{
public List<int> livingTagetPositions = new List<int>();
public List<int> livingMonsterTypes = new List<int>();
public int shootNum = 0;
public int score = 0;
}
数据的保存与读取
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public class GameManager : MonoBehaviour
{
//创建Save对象并存储当前游戏状态信息
private Save CreateSaveGo()
{
//创建Save对象
Save save = new Save();
//遍历当前所有target
//如果其中有处于存活状态的怪物
//就把该target的位置信息,激活状态的怪物类型添加到List中
foreach (GameObject targetGo in targetGOs)
{
TargetManager targetManager = targetGo.GetComponent<TargetManager>();
if (targetManager.activeMonster != null)
{
save.livingTagetPositions.Add(targetManager.targetPosition