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
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
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也可以存储到web
[C#]
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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
}
}
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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”
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"
);
}
}
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