最好用的数据存储Easy Save2讲解

转载:http://www.manew.com/thread-100109-1-1.html
 
今天抽时间学习了“Easy Save2”插件,版本v2.6.3  我个人觉得这个插件是做数据存取最好的插件~~可以取代PlayerPrefs。
它不仅可以直接存取PlayerPrefs支持的int、float、string、bool
还包括下图中所有类型
最好用的数据存储Easy Save2讲解_第1张图片最好用的数据存储Easy Save2讲解_第2张图片最好用的数据存储Easy Save2讲解_第3张图片最好用的数据存储Easy Save2讲解_第4张图片

 

如果不指定位置,数据会存储在Application.persistentDataPath里
你也可以指定它的存储位置 类似下面这样
[C#]  纯文本查看 复制代码
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ES2.Save(data, "C:/Users/User/myFile.txt" );    // 这里myFile.txt只存储data
ES2.Save(transform.position, "C:/Users/User/myFile.txt?tag=myPosition" );   // 在myFile.txt文件里插入key:myPosition对应value:transform.position
transform.position = ES2.Load( "C:/Users/User/myFile.txt?tag=myPosition" );  //从myFile.txt文件里读取key:myPosition的value
也可以存储到web
[C#]  纯文本查看 复制代码
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public IEnumerator UploadMesh(Mesh mesh, string tag)
{
     // Create a URL and add parameters to the end of it.
     string myURL = "http://www.server.com/ES2.php" ;
     myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass" ;
 
     // Create our ES2Web object.
     ES2Web web = new ES2Web(myURL + "&tag=" + tag);
 
     // Start uploading our data and wait for it to finish.
     yield return StartCoroutine(web.Upload(mesh));
 
     if (web.isError)
     {
         // Enter your own code to handle errors here.
         Debug.LogError(web.errorCode + ":" + web.error);
     }
}
 
public IEnumerator DownloadMesh( string tag)
{
     // Create a URL and add parameters to the end of it.
     string myURL = "http://www.server.com/ES2.php" ;
     myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass" ;
 
     // Create our ES2Web object.
     ES2Web web = new ES2Web(myURL + "&tag=" + tag);
 
     // Start downloading our data and wait for it to finish.
     yield return StartCoroutine(web.Download());
 
     if (web.isError)
     {
         // Enter your own code to handle errors here.
         Debug.LogError(web.errorCode + ":" + web.error);
     }
     else
     {
         // We could save our data to a local file and load from that.
         web.SaveToFile( "myFile.txt" );
 
         // Or we could just load directly from the ES2Web object.
         this .GetComponent().mesh = web.Load(tag);
     }
}
而且在存储和读取基本都是一条命令搞定,很方便。当然数据都是经过加密存储的
需要注意的是在存储Texture时,需要把图片类型改成“Advanced”,并勾选“Read/Write Enabled”
最好用的数据存储Easy Save2讲解_第5张图片
下面给大家分享下我测试的几个类型
[C#]  纯文本查看 复制代码
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
  
  
public class SaveTest : MonoBehaviour {
  
     public Image image;
  
     public void Save()
     {
         ES2.Save(123, "IntData" );
  
         ES2.Save(1.23f, "FloatData" );
  
         ES2.Save( true , "BoolData" );
  
         ES2.Save( "abc" , "StringData" );
  
         ES2.Save( new Vector3(10, 20, 30), "Vector3Data" );
  
         // 存储transform
         GameObject go = new GameObject();
         go.transform.localPosition = new Vector3(10, 20, 30);
         go.transform.localScale = new Vector3(3, 3, 3);
         ES2.Save(go.transform, "TransformData" );
  
         // 存储数组
         int [] intArray = new int [3] { 3, 2, 1 };
         ES2.Save(intArray, "IntArrayData" );
  
         // 存储集合
         List< string > stringList = new List< string >();
         stringList.Add( "stringlist1" );
         stringList.Add( "stringlist2" );
         stringList.Add( "stringlist3" );
         ES2.Save(stringList, "StringListData" );
  
         // 存储字典
         Dictionary< int , string > stringDict = new Dictionary< int , string >();
         stringDict.Add(1, "a" );
         stringDict.Add(2, "b" );
         ES2.Save(stringDict, "StringDictData" );
  
         // 存储栈
         Stack< string > stringStack = new Stack< string >();
         stringStack.Push( "aaa" );
         stringStack.Push( "bbb" );
         ES2.Save(stringStack, "StringStackData" );
  
         ES2.SaveImage(image.sprite.texture, "MyImage.png" );
     }
  
     public void Load()
     {
         int loadInt = ES2.Load< int >( "IntData" );
         Debug.Log( "读取的int:" + loadInt);
  
         float loadFloat = ES2.Load< float >( "FloatData" );
         Debug.Log( "读取的float:" + loadFloat);
  
         bool loadBool = ES2.Load< bool >( "BoolData" );
         Debug.Log( "读取的bool:" + loadBool);
  
         string loadString = ES2.Load< string >( "StringData" );
         Debug.Log( "读取的string:" + loadString);
  
         Vector3 loadVector3 = ES2.Load( "Vector3Data" );
         Debug.Log( "读取的vector3:" + loadVector3);
  
         Transform loadTransform = ES2.Load( "TransformData" );
         Debug.Log( "读取的transform: 坐标" + loadTransform.localPosition + " 缩放" + loadTransform.localScale);
  
         // 读取数组格式存储
         int [] loadIntArray = ES2.LoadArray< int >( "IntArrayData" );
         foreach ( int i in loadIntArray)
         {
             Debug.Log( "读取的数组:" + i);
         }
  
         // 读取集合格式存储
         List< string > loadStringList = ES2.LoadList< string >( "StringListData" );
         foreach ( string s in loadStringList)
         {
             Debug.Log( "读取的集合数据:" + s);
         }
  
         // 读取字典格式存储
         Dictionary< int , string > loadStringDict = ES2.LoadDictionary< int , string >( "StringDictData" );
         foreach (var item in loadStringDict)
         {
             Debug.Log( "读取的字典数据: key" + item.Key + " value" + item.Value);
         }
  
         Stack< string > loadStringStack = ES2.LoadStack< string >( "StringStackData" );
         foreach ( string ss in loadStringStack)
         {
             Debug.Log( "读取的栈内数据:" + ss);
         }
  
         Texture2D tex = ES2.LoadImage( "MyImage.png" );
         Sprite temp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0, 0));
         image.sprite = temp;
  
         // 判断是否有该存储key
         Debug.Log(ES2.Exists( "IntData" ));
  
         // 删除存储key
         ES2.Delete( "IntData" );
     }
  
  
}

 

附上下载链接:链接:http://pan.baidu.com/s/1gfAd0uJ 密码:3qd1   

转载于:https://www.cnblogs.com/sanyejun/p/7682117.html

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