一、废话少数,上代码
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
public class StringEncryption
{
/// <summary>
/// 字符串加密密钥(注意:密钥只能是4位)
/// </summary>
static string encryptKey = "1234";
/// <summary>
/// 加密字符串
/// </summary>
/// <param name="str">要加密的字符串</param>
/// <returns></returns>
public static string Encrypt(string str)
{
//加密字符串
try
{
byte[] key = Encoding.Unicode.GetBytes(encryptKey);//密钥
byte[] data = Encoding.Unicode.GetBytes(str);//待加密字符串
DESCryptoServiceProvider descsp = new DESCryptoServiceProvider();//加密、解密对象
MemoryStream MStream = new MemoryStream();//内存流对象
//用内存流实例化加密流对象
CryptoStream CStream = new CryptoStream(MStream, descsp.CreateEncryptor(key, key), CryptoStreamMode.Write);
CStream.Write(data, 0, data.Length);//向加密流中写入数据
CStream.FlushFinalBlock();//将数据压入基础流
byte[] temp = MStream.ToArray();//从内存流中获取字节序列
CStream.Close();//关闭加密流
MStream.Close();//关闭内存流
return Convert.ToBase64String(temp);//返回加密后的字符串
}
catch
{
return str;
}
}
/// <summary>
/// 解密
/// </summary>
/// <param name="str">加密过的字符串</param>
/// <returns></returns>
public static string Decrypt(string str)
{
//解密字符串
try
{
byte[] key = Encoding.Unicode.GetBytes(encryptKey);//密钥
byte[] data = Convert.FromBase64String(str);//待解密字符串
DESCryptoServiceProvider descsp = new DESCryptoServiceProvider();//加密、解密对象
MemoryStream MStream = new MemoryStream();//内存流对象
//用内存流实例化解密流对象
CryptoStream CStream = new CryptoStream(MStream, descsp.CreateDecryptor(key, key), CryptoStreamMode.Write);
CStream.Write(data, 0, data.Length);//向加密流中写入数据
CStream.FlushFinalBlock();//将数据压入基础流
byte[] temp = MStream.ToArray();//从内存流中获取字节序列
CStream.Close();//关闭加密流
MStream.Close();//关闭内存流
return Encoding.Unicode.GetString(temp);//返回解密后的字符串
}
catch
{
return str;
}
}
}
二、介绍
从代码不难看出这是核心,且一共只有两个方法,解密和解密
三、扩展
在加密解密的基础上,写了一个编辑器扩展类,请将此类放在editor文件夹下
使用方法
可以直接导入文本文件,也可以自己输入内容来进行加密
好了,相信大家已经晓得了,上代码
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
public class StringEncryptionEditor : EditorWindow
{
[MenuItem("Tools/文本文件加密")]
public static void MenuItem()
{
window = EditorWindow.GetWindow(typeof(StringEncryptionEditor));
window.Show();
}
static EditorWindow window;
public string InputStr;//用户输入的内容
public string TxtStr;//路径下的内容
public string EnvryptInputStr;//加密后的内容
public string inputPath; //用户输入的文件路径\
public StringEncryption TxTEncryption = new StringEncryption();
private bool IsPath = false;
private GUILayoutOption width100 = GUILayout.Width(100);
private GUILayoutOption hight50 = GUILayout.Height(50);
private GUILayoutOption hight30 = GUILayout.Height(30);
private Vector2 Scroview = new Vector2();
private void OnEnable()
{
inputPath = PlayerPrefs.GetString("TxTEncryptionEditor_InputPath");
InputStr = PlayerPrefs.GetString("TxTEncryptionEditor_InputStr");
}
private void OnDisable()
{
PlayerPrefs.SetString("TxTEncryptionEditor_InputPath", inputPath);
PlayerPrefs.SetString("TxTEncryptionEditor_InputStr", InputStr);
}
private void OnGUI()
{
GUIStyle gUIStyle = new GUIStyle();
gUIStyle.alignment = TextAnchor.MiddleCenter;
EditorGUILayout.BeginHorizontal(gUIStyle, hight50);
if (GUILayout.Button("使用路径", width100, hight30))
{
IsPath = true;
GetPathTxt();
}
if (GUILayout.Button("自定义输入", width100, hight30))
{
IsPath = false;
}
EditorGUILayout.EndHorizontal();
if (IsPath)
{
EditorGUILayout.BeginHorizontal(hight50);
if (GUILayout.Button("选择文件", width100, hight30))
{
inputPath = EditorUtility.OpenFilePanel("选择文本文件", inputPath, "txt");
GetPathTxt();
}
GUILayout.Label("文件路径:" + inputPath);
EditorGUILayout.EndHorizontal();
if (!string.IsNullOrEmpty(inputPath))
{
Scroview = EditorGUILayout.BeginScrollView(Scroview, false, true, GUILayout.Height(100));
stringBuilder.Clear();
stringBuilder.Append(GUILayout.TextArea(TxtStr));
EditorGUILayout.EndScrollView();
}
ShowEncryptionText(TxtStr);
}
else
{
GUILayout.Label("请输入需要加密的内容");
InputStr = EditorGUILayout.TextArea(InputStr, GUILayout.Height(80));
ShowEncryptionText(InputStr);
}
}
/// <summary>
/// 获取路径下txt的内容
/// </summary>
private void GetPathTxt()
{
if (!string.IsNullOrEmpty(inputPath))
{
TxtStr = File.ReadAllText(inputPath);
}
else
{
TxtStr = null;
Debug.LogError("请选择要加密的txt文本文件");
}
}
StringBuilder stringBuilder = new StringBuilder();
/// <summary>
/// 显示加密后的内容
/// </summary>
private void ShowEncryptionText(string str)
{
if (string.IsNullOrEmpty(str))
{
return;
}
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("复制加密文本", width100, hight30))
{
UnityEngine.GUIUtility.systemCopyBuffer = stringBuilder.ToString(); ;
}
GUILayout.Label("加密后:");
EditorGUILayout.EndHorizontal();
Scroview = EditorGUILayout.BeginScrollView(Scroview, false, true, GUILayout.Height(100));
stringBuilder.Clear();
stringBuilder.Append( GUILayout.TextArea(StringEncryption.Encrypt(str)));
EditorGUILayout.EndScrollView();
}
}