原文链接:http://www.unitymanual.com/bbs/thread-198-1-1.html
最近几天在讨论游戏本地数据存储方式,考虑到跨平台性。最开始打算用xml,但是考虑到xml文件多而杂,而且后期游戏更新。也不是很方便,于是提出了采用sqlite,可是没想到的是原本信心满满的我却遭到了闭门羹,呵呵....
原来,不是用 以前做c# winform应用那套dll, unity 3d有自己对应的sqlite.dll分别需要三个文件好了,上类 SqliteDbHelper:
using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;//导入sqlite数据集,也就是Plugins文件夹下的那个dll文件
using System;//数据集 是formwork2.0 用vs开发要自己引用框架中的System.Data
using System.Data;
public class SqliteDbHelper
{
///
/// 声明一个连接对象
///
private SqliteConnection dbConnection;
///
/// 声明一个操作数据库命令
///
private SqliteCommand dbCommand;
///
/// 声明一个读取结果集的一个或多个结果流
///
private SqliteDataReader reader;
///
/// 数据库的连接字符串,用于建立与特定数据源的连接
///
/// 数据库的连接字符串,用于建立与特定数据源的连接
public SqliteDbHelper (string connectionString)
{
OpenDB(connectionString);
Debug.Log(connectionString);
}
public void OpenDB (string connectionString)
{
try
{
dbConnection = new SqliteConnection (connectionString);
dbConnection.Open();
Debug.Log ("Connected to db");
}
catch(Exception e)
{
string temp1 = e.ToString();
Debug.Log(temp1);
}
}
///
/// 关闭连接
///
public void CloseSqlConnection ()
{
if (dbCommand != null)
{
dbCommand.Dispose();
}
dbCommand = null;
if (reader != null)
{
reader.Dispose ();
}
reader = null;
if (dbConnection != null)
{
dbConnection.Close ();
}
dbConnection = null;
Debug.Log ("Disconnected from db.");
}
///
/// 执行查询sqlite语句操作
///
///
///
public SqliteDataReader ExecuteQuery (string sqlQuery)
{
dbCommand = dbConnection.CreateCommand ();
dbCommand.CommandText = sqlQuery;
reader = dbCommand.ExecuteReader ();
return reader;
}
///
/// 查询该表所有数据
///
/// 表名
///
public SqliteDataReader ReadFullTable (string tableName)
{
string query = "SELECT * FROM " + tableName;
return ExecuteQuery (query);
}
///
/// 动态添加表字段到指定表
///
/// 表名
/// 字段集合
///
public SqliteDataReader InsertInto (string tableName, string[] values)
{
string query = "INSERT INTO " + tableName + " VALUES (" + values[0];
for (int i = 1; i < values.Length; ++i)
{
query += ", " + values;
}
query += ")";
return ExecuteQuery (query);
}
///
/// 动态更新表结构
///
/// 表名
/// 字段集
/// 对于集合值
/// 要查询的字段
/// 要查询的字段值
///
public SqliteDataReader UpdateInto (string tableName, string []cols, string []colsvalues,string selectkey,string selectvalue)
{
string query = "UPDATE "+tableName+" SET "+cols[0]+" = "+colsvalues[0];
for (int i = 1; i < colsvalues.Length; ++i)
{
query += ", " +cols+" ="+ colsvalues;
}
query += " WHERE "+selectkey+" = "+selectvalue+" ";
return ExecuteQuery (query);
}
///
/// 动态删除指定表字段数据
///
/// 表名
/// 字段
/// 字段值
///
public SqliteDataReader Delete(string tableName,string []cols,string []colsvalues)
{
string query = "DELETE FROM "+tableName + " WHERE " +cols[0] +" = " + colsvalues[0];
for (int i = 1; i < colsvalues.Length; ++i)
{
query += " or " +cols+" = "+ colsvalues;
}
Debug.Log(query);
return ExecuteQuery (query);
}
///
/// 动态添加数据到指定表
///
/// 表名
/// 字段
/// 值
///
public SqliteDataReader InsertIntoSpecific (string tableName, string[] cols, string[] values)
{
if (cols.Length != values.Length)
{
throw new SqliteException ("columns.Length != values.Length");
}
string query = "INSERT INTO " + tableName + "(" + cols[0];
for (int i = 1; i < cols.Length; ++i)
{
query += ", " + cols;
}
query += ") VALUES (" + values[0];
for (int i = 1; i < values.Length; ++i)
{
query += ", " + values;
}
query += ")";
return ExecuteQuery (query);
}
///
/// 动态删除表
///
/// 表名
///
public SqliteDataReader DeleteContents (string tableName)
{
string query = "DELETE FROM " + tableName;
return ExecuteQuery (query);
}
///
/// 动态创建表
///
/// 表名
/// 字段
/// 类型
///
public SqliteDataReader CreateTable (string name, string[] col, string[] colType)
{
if (col.Length != colType.Length)
{
throw new SqliteException ("columns.Length != colType.Length");
}
string query = "CREATE TABLE " + name + " (" + col[0] + " " + colType[0];
for (int i = 1; i < col.Length; ++i)
{
query += ", " + col + " " + colType;
}
query += ")";
Debug.Log(query);
return ExecuteQuery (query);
}
///
/// 根据查询条件 动态查询数据信息
///
/// 表
/// 查询数据集合
/// 字段
/// 操作
/// 值
///
public SqliteDataReader SelectWhere (string tableName, string[] items, string[] col, string[] operation, string[] values)
{
if (col.Length != operation.Length || operation.Length != values.Length)
{
throw new SqliteException ("col.Length != operation.Length != values.Length");
}
string query = "SELECT " + items[0];
for (int i = 1; i < items.Length; ++i)
{
query += ", " + items;
}
query += " FROM " + tableName + " WHERE " + col[0] + operation[0] + "'" + values[0] + "' ";
for (int i = 1; i < col.Length; ++i)
{
query += " AND " + col + operation + "'" + values[0] + "' ";
}
return ExecuteQuery (query);
}
}
好了 sqlite数据操作类写好后:本来应该按照编码规范来写 因为我本身以前做c#的所有一般使用三层架构
using UnityEngine;
using System.Collections;
using System;
using Mono.Data.Sqlite;
using System.Data;
public class SqliteDbTest : MonoBehaviour {
SqliteDbHelper db ;
int id=1;
void Start ()
{
db = new SqliteDbHelper("Data Source=./sqlite.db");
Debug.Log(db.ToString());
/*
SqliteDbAccess db = new SqliteDbAccess("data source=mydb1.db");
db.CreateTable("momo",new string[]{"name","qq","email","blog"},
new string[]{"text","text","text","text"});
db.CloseSqlConnection();
*/
}
public string name = "";
public string emls = "";
void OnGUI()
{
if(GUILayout.Button("create table"))
{
db.CreateTable("mytable",new string[]{"id","name","email"},new string[]{"int","varchar(20)","varchar(50)"});
Debug.Log("create table ok");
}
if(GUILayout.Button("insert data"))
{
db.InsertInto("mytable",
new string[] { "" + (++id), "'随风去旅行"+id+"'","'zhangj_live"+id+"@163.com'"});//),"'aaa"+id+"'","'aaa"+id+"@sohu.com'"});
Debug.Log("insert table ok");
}
if(GUILayout.Button("search database"))
{
IDataReader sqReader = db.SelectWhere("mytable", new string[]
{"name","email"},new string[]{"id"},new string[]{"="},new string[]{"2"});
while (sqReader.Read())
{
//Debug.Log(
name= "name="+sqReader.GetString(sqReader.GetOrdinal("name"));// +
emls = "email=" + sqReader.GetString(sqReader.GetOrdinal("email"));
//);
}
}
if (name != "")
{
GUI.Label(new Rect(100, 100, 100, 100), name);
GUI.Label(new Rect(100, 200, 100, 100), emls);
// GUILayout.Label(emls);
}
if(GUILayout.Button("close database"))
{
db.CloseSqlConnection();
Debug.Log("close table ok");
}
}
}
上面的代码很简单 ,相信稍微懂点unity3d的,都能看懂 因此就小偷懒一般 没写注释了,呵呵
由此可以看出 分别实现了
1.动态创建数据库及表结构
2.动态创加入数据
3,.查询指定字段
4.关闭数据连接