最近在写一个app,需要做本地化的数据存储。本来依据宣雨松的教程(Unity3D研究院之使用C#语言建立本地数据库),利用sqlite做了个小型的本地化数据库,在电脑端已经运行良好,可以到了手机上却无法读取、存储数据库。无奈,只好另寻它法。
Unity对于简单的数据本地化存储已经有 了PlayerPrefs类,该类使用方便,容易理解。 PlayerPrefs类以标准的“”键-值“方式存储,类似Dictionary。但是, PlayerPrefs不能存储数组,以下代码对 PlayerPrefs进行了扩充,实现了存储数组的功能,在实际中使用十分灵活。
using UnityEngine;
using System;
public static class Playerprefs
{
#region Vector 3
/// <summary>
/// Stores a Vector3 value into a Key
/// </summary>
public static bool SetVector3(string key, Vector3 vector)
{
return SetFloatArray(key, new float[3] { vector.x, vector.y, vector.z });
}
/// <summary>
/// Finds a Vector3 value from a Key
/// </summary>
public static Vector3 GetVector3(string key)
{
float[] floatArray = GetFloatArray(key);
if (floatArray.Length < 3)
return Vector3.zero;
return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
}
#endregion
#region Bool Array
/// <summary>
/// Stores a Bool Array or Multiple Parameters into a Key
/// </summary>
public static bool SetBoolArray(string key, params bool[] boolArray)
{
if (boolArray.Length == 0) return false;
System.Text.StringBuilder sb = new System.Text.StringBuilder();
for (int i = 0; i < boolArray.Length - 1; i++)
sb.Append(boolArray[i]).Append("|");
sb.Append(boolArray[boolArray.Length - 1]);
try { PlayerPrefs.SetString(key, sb.ToString()); }
catch (Exception e) { return false; }
return true;
}
/// <summary>
/// Returns a Bool Array from a Key
/// </summary>
public static bool[] GetBoolArray(string key)
{
if (PlayerPrefs.HasKey(key))
{
string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
bool[] boolArray = new bool[stringArray.Length];
for (int i = 0; i < stringArray.Length; i++)
boolArray[i] = Convert.ToBoolean(stringArray[i]);
return boolArray;
}
return new bool[0];
}
/// <summary>
/// Returns a Bool Array from a Key
/// Note: Uses default values to initialize if no key was found
/// </summary>
public static bool[] GetBoolArray(string key, bool defaultValue, int defaultSize)
{
if (PlayerPrefs.HasKey(key))
return GetBoolArray(key);
bool[] boolArray = new bool[defaultSize];
for (int i = 0; i < defaultSize; i++)
boolArray[i] = defaultValue;
return boolArray;
}
#endregion
#region Int Array
/// <summary>
/// Stores a Int Array or Multiple Parameters into a Key
/// </summary>
public static bool SetIntArray(string key, params int[] intArray)
{
if (intArray.Length == 0) return false;
System.Text.StringBuilder sb = new System.Text.StringBuilder();
for (int i = 0; i < intArray.Length - 1; i++)
sb.Append(intArray[i]).Append("|");
sb.Append(intArray[intArray.Length - 1]);
try { PlayerPrefs.SetString(key, sb.ToString()); }
catch (Exception e) { return false; }
return true;
}
/// <summary>
/// Returns a Int Array from a Key
/// </summary>
public static int[] GetIntArray(string key)
{
if (PlayerPrefs.HasKey(key))
{
string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
int[] intArray = new int[stringArray.Length];
for (int i = 0; i < stringArray.Length; i++)
intArray[i] = Convert.ToInt32(stringArray[i]);
return intArray;
}
return new int[0];
}
/// <summary>
/// Returns a Int Array from a Key
/// Note: Uses default values to initialize if no key was found
/// </summary>
public static int[] GetIntArray(string key, int defaultValue, int defaultSize)
{
if (PlayerPrefs.HasKey(key))
return GetIntArray(key);
int[] intArray = new int[defaultSize];
for (int i = 0; i < defaultSize; i++)
intArray[i] = defaultValue;
return intArray;
}
#endregion
#region Float Array
/// <summary>
/// Stores a Float Array or Multiple Parameters into a Key
/// </summary>
public static bool SetFloatArray(string key, params float[] floatArray)
{
if (floatArray.Length == 0) return false;
System.Text.StringBuilder sb = new System.Text.StringBuilder();
for (int i = 0; i < floatArray.Length - 1; i++)
sb.Append(floatArray[i]).Append("|");
sb.Append(floatArray[floatArray.Length - 1]);
try
{
PlayerPrefs.SetString(key, sb.ToString());
}
catch (Exception e)
{
return false;
}
return true;
}
/// <summary>
/// Returns a Float Array from a Key
/// </summary>
public static float[] GetFloatArray(string key)
{
if (PlayerPrefs.HasKey(key))
{
string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
float[] floatArray = new float[stringArray.Length];
for (int i = 0; i < stringArray.Length; i++)
floatArray[i] = Convert.ToSingle(stringArray[i]);
return floatArray;
}
return new float[0];
}
/// <summary>
/// Returns a String Array from a Key
/// Note: Uses default values to initialize if no key was found
/// </summary>
public static float[] GetFloatArray(string key, float defaultValue, int defaultSize)
{
if (PlayerPrefs.HasKey(key))
return GetFloatArray(key);
float[] floatArray = new float[defaultSize];
for (int i = 0; i < defaultSize; i++)
floatArray[i] = defaultValue;
return floatArray;
}
#endregion
#region String Array
/// <summary>
/// Stores a String Array or Multiple Parameters into a Key w/ specific char seperator
/// </summary>
public static bool SetStringArray(string key, char separator, params string[] stringArray)
{
if (stringArray.Length == 0) return false;
try
{ PlayerPrefs.SetString(key, String.Join(separator.ToString(), stringArray)); }
catch (Exception e)
{ return false; }
return true;
}
/// <summary>
/// Stores a Bool Array or Multiple Parameters into a Key
/// </summary>
public static bool SetStringArray(string key, params string[] stringArray)
{
if (!SetStringArray(key, "\n"[0], stringArray))
return false;
return true;
}
/// <summary>
/// Returns a String Array from a key & char seperator
/// </summary>
public static string[] GetStringArray(string key, char separator)
{
if (PlayerPrefs.HasKey(key))
return PlayerPrefs.GetString(key).Split(separator);
return new string[0];
}
/// <summary>
/// Returns a Bool Array from a key
/// </summary>
public static string[] GetStringArray(string key)
{
if (PlayerPrefs.HasKey(key))
return PlayerPrefs.GetString(key).Split("\n"[0]);
return new string[0];
}
/// <summary>
/// Returns a String Array from a key & char seperator
/// Note: Uses default values to initialize if no key was found
/// </summary>
public static string[] GetStringArray(string key, char separator, string defaultValue, int defaultSize)
{
if (PlayerPrefs.HasKey(key))
return PlayerPrefs.GetString(key).Split(separator);
string[] stringArray = new string[defaultSize];
for (int i = 0; i < defaultSize; i++)
stringArray[i] = defaultValue;
return stringArray;
}
/// <summary>
/// Returns a String Array from a key
/// Note: Uses default values to initialize if no key was found
/// </summary>
public static String[] GetStringArray(string key, string defaultValue, int defaultSize)
{
return GetStringArray(key, "\n"[0], defaultValue, defaultSize);
}
#endregion
}
该类的使用和PlayerPrefs基本一致。下面是示例代码。
//存储浮点型数组
Playerprefs.SetFloatArray("array1",new float[] {0,1,2,3,4});
//取出数组
Playerprefs.GetFloatArray("array1");
该类没有实现PlayerPrefs类的haskey特性,当需要知道是否已经存储有某key的数组时,可以利用Playerprefs.GetFloatArray(”key“).Length == 0 来判断。
扩充的PlayerPrefs可以存储各种类型的数组,使用灵活方便,对于一些小的项目十分合适。