数据相关
两步实现超实用的XML存档
本套存档的优点:易使用,跨平台,防作弊(内容加密 + 防拷贝)
脚本下载地址
使用方法非常简单:
把GameDataManager和XmlSaver两个脚本添加至工程后
(1)新建一个GameObject,起名GameDataManager并将GameDataManager脚本拖到上面。
(2)在GameDataManager里的GameData类中添加需要储存的数据
OK,跨平台防破解防拷贝的存档就搞定了!之后 每次存档调用GameDataManager的Save函数, 读档调用GameDataManager的Load函数。每次启动后GameDataManager会自动调用Load读档。如果玩家拿外来存档来覆盖本地存档,则游戏启动后数据清零,任何一次存档后作弊档被自动覆盖。注意:请勿放入二维以上数组,一般一维数据,枚举,自定义类等等数据类型可放心添加。
PS:风宇冲自己的U3d单机游戏和公司的单机游戏都用的这个XML存档,iOS,Android,PC,MAC都使用过的。放心使用吧。密钥的设定根据平台而定。
附:脚本代码
GameDataManager.cs的内容
XmlSaver.cs的内容
原文地址:【风宇冲】Unity3D教程宝典之两步实现超实用的XML存档
作者:风宇冲
原创文章如需转载请注明:转载自风宇冲Unity3D教程学院
本套存档的优点:易使用,跨平台,防作弊(内容加密 + 防拷贝)
脚本下载地址
使用方法非常简单:
把GameDataManager和XmlSaver两个脚本添加至工程后
(1)新建一个GameObject,起名GameDataManager并将GameDataManager脚本拖到上面。
(2)在GameDataManager里的GameData类中添加需要储存的数据
OK,跨平台防破解防拷贝的存档就搞定了!之后 每次存档调用GameDataManager的Save函数, 读档调用GameDataManager的Load函数。每次启动后GameDataManager会自动调用Load读档。如果玩家拿外来存档来覆盖本地存档,则游戏启动后数据清零,任何一次存档后作弊档被自动覆盖。注意:请勿放入二维以上数组,一般一维数据,枚举,自定义类等等数据类型可放心添加。
![](https://img-my.csdn.net/uploads/201608/17/1471395380_9989.jpg)
PS:风宇冲自己的U3d单机游戏和公司的单机游戏都用的这个XML存档,iOS,Android,PC,MAC都使用过的。放心使用吧。密钥的设定根据平台而定。
附:脚本代码
- //=========================================================================================================
- //Note: Data Managing.
- //Date Created: 2012/04/17 by 风宇冲
- //Date Modified: 2012/12/14 by 风宇冲
- //=========================================================================================================
- using UnityEngine;
- using System.Collections;
- using System.IO;
- using System.Collections.Generic;
- using System;
- using System.Text;
- using System.Xml;
- using System.Security.Cryptography;
- //GameData,储存数据的类,把需要储存的数据定义在GameData之内就行//
- public class GameData
- {
-
//密钥,用于防止拷贝存档// -
publicstring key; -
-
//下面是添加需要储存的内容// -
publicstring PlayerName; -
publicfloat MusicVolume; -
publicGameData() -
{ -
PlayerName ="Player"; -
MusicVolume= 0.6f; -
} - }
- //管理数据储存的类//
- public class GameDataManager:MonoBehaviour
- {
-
privatestring dataFileName ="tankyWarData.dat";//存档文件的名称,自己定// -
private XmlSaver xs = new XmlSaver(); -
-
public GameData gameData; -
-
publicvoid Awake() -
{ -
gameData =new GameData(); -
-
//设定密钥,根据具体平台设定// -
gameData.key= SystemInfo.deviceUniqueIdentifier; -
Load(); -
} -
-
//存档时调用的函数// -
public void Save() -
{ -
stringgameDataFile = GetDataPath() + "/"+dataFileName; -
stringdataString= xs.SerializeObject(gameData,typeof(GameData)); -
xs.CreateXML(gameDataFile,dataString); -
} -
-
//读档时调用的函数// -
public void Load() -
{ -
stringgameDataFile = GetDataPath() + "/"+dataFileName; -
if(xs.hasFile(gameDataFile)) -
{ -
string dataString =xs.LoadXML(gameDataFile); -
GameData gameDataFromXML =xs.DeserializeObject(dataString,typeof(GameData)) as GameData; -
-
//是合法存档// -
if(gameDataFromXML.key == gameData.key) -
{ -
gameData =gameDataFromXML; -
} -
//是非法拷贝存档// -
else -
{ -
//留空:游戏启动后数据清零,存档后作弊档被自动覆盖// -
} -
} -
else -
{ -
if(gameData!= null) -
Save(); -
} -
} -
-
//获取路径// -
privatestatic string GetDataPath() -
{ -
// Your gamehas read+write access to/var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents -
//Application.dataPath returnsar/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/myappname.app/Data -
// Strip"/Data" from path -
if(Application.platform == RuntimePlatform.IPhonePlayer) -
{ -
string path= Application.dataPath.Substring (0, Application.dataPath.Length -5); -
// Stripapplication name -
path =path.Substring(0, path.LastIndexOf('/')); -
return path+ "/Documents"; -
} -
else -
// returnApplication.dataPath + "/Resources"; -
returnApplication.dataPath; -
} - }
- //=========================================================================================================
- //Note: XML processcing,
can not savemultiple-array!!! - //Date Created: 2012/04/17 by 风宇冲
- //Date Modified: 2012/04/19 by 风宇冲
- //=========================================================================================================
- using UnityEngine;
- using System.Collections;
- using System.Xml;
- using System.Xml.Serialization;
- using System.IO;
- using System.Text;
- using System.Security.Cryptography;
- using System;
- public class XmlSaver
- {
-
//内容加密 -
publicstring Encrypt(string toE) -
{ -
//加密和解密采用相同的key,具体自己填,但是必须为32位// -
byte[]keyArray =UTF8Encoding.UTF8.GetBytes("123485789022233678777234 56789012"); -
RijndaelManaged rDel = new RijndaelManaged(); -
rDel.Key =keyArray; -
rDel.Mode =CipherMode.ECB; -
rDel.Padding= PaddingMode.PKCS7; -
ICryptoTransform cTransform = rDel.CreateEncryptor(); -
-
byte[]toEncryptArray = UTF8Encoding.UTF8.GetBytes(toE); -
byte[]resultArray =cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length); -
-
returnConvert.ToBase64String(resultArray,0,resultArray.Length); -
} -
-
//内容解密 -
publicstring Decrypt(string toD) -
{ -
//加密和解密采用相同的key,具体值自己填,但是必须为32位// -
byte[]keyArray =UTF8Encoding.UTF8.GetBytes("123485789022233678777234 56789012"); -
-
RijndaelManaged rDel = new RijndaelManaged(); -
rDel.Key =keyArray; -
rDel.Mode =CipherMode.ECB; -
rDel.Padding= PaddingMode.PKCS7; -
ICryptoTransform cTransform = rDel.CreateDecryptor(); -
-
byte[]toEncryptArray = Convert.FromBase64String(toD); -
byte[]resultArray =cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length); -
-
returnUTF8Encoding.UTF8.GetString(resultArray); -
} -
-
publicstring SerializeObject(object pObject,System.Type ty) -
{ -
stringXmlizedString = null; -
MemoryStreammemoryStream = new MemoryStream(); -
XmlSerializerxs = new XmlSerializer(ty); -
XmlTextWriterxmlTextWriter = new XmlTextWriter(memoryStream,Encoding.UTF8); -
xs.Serialize(xmlTextWriter,pObject); -
memoryStream =(MemoryStream)xmlTextWriter.BaseStream; -
XmlizedString =UTF8ByteArrayToString(memoryStream.ToArray()); -
return XmlizedString; -
} -
-
publicobject DeserializeObject(string pXmlizedString , System.Typety) -
{ -
XmlSerializerxs = new XmlSerializer(ty); -
MemoryStreammemoryStream = newMemoryStream(StringToUTF8ByteArray(pXmlizedString)); -
XmlTextWriterxmlTextWriter = newXmlTextWriter(memoryStream, Encoding.UTF8); -
returnxs.Deserialize(memoryStream); -
} -
-
//创建XML文件 -
publicvoid CreateXML(string fileName,string thisData) -
{ -
string xxx =Encrypt(thisData); -
StreamWriter writer; -
writer =File.CreateText(fileName); -
writer.Write(xxx); -
writer.Close(); -
} -
-
//读取XML文件 -
publicstring LoadXML(string fileName) -
{ -
StreamReader sReader =File.OpenText(fileName); -
string dataString =sReader.ReadToEnd(); -
sReader.Close(); -
string xxx =Decrypt(dataString); -
return xxx; -
} -
-
//判断是否存在文件 -
publicbool hasFile(String fileName) -
{ -
returnFile.Exists(fileName); -
} -
publicstring UTF8ByteArrayToString(byte[] characters ) -
{ -
UTF8Encodingencoding = new UTF8Encoding(); -
stringconstructedString =encoding.GetString(characters); -
return(constructedString); -
} -
-
publicbyte[] StringToUTF8ByteArray(String pXmlString ) -
{ -
UTF8Encodingencoding = new UTF8Encoding(); -
byte[]byteArray = encoding.GetBytes(pXmlString); -
return byteArray; -
} - }