Unity3D 中保存或读取数组的方法

Unity本身有PlayerPrefs来做一些数据的保存和读取,也可以通过循环来做批量的读取或者保存,下面这个脚本可以方便的调用用来做上面批量的工作,比如读取一组文本数组数据和保存一组文本数组数据.

建议把这个脚本放在Standard Assets目录下,这样可以按照下面的方法方便的调用它.现在包含了下面这些命令:

      PlayerPrefsX.SetVector3
      PlayerPrefsX.GetVector3
      PlayerPrefsX.SetIntArray
      PlayerPrefsX.GetIntArray
      PlayerPrefsX.SetFloatArray
      PlayerPrefsX.GetFloatArray
      PlayerPrefsX.SetStringArray
      PlayerPrefsX.GetStringArray

    保存一个向量

    static function SetVector3 (key : string, value : Vector3) : boolean

//尝试保存一个物体位置
var player : GameObject;
if (!PlayerPrefsX.SetVector3("PlayerPosition", player.transform.position))
print("不能保存物体位置!");

    成功返回真,否则假(例如用Webplayer保存超过1M数据的时候)。

    获得一个向量

var player : GameObject;
player.transform.position = PlayerPrefsX.GetVector3("PlayerPosition");

    如果读取的向量存在的话将会返回这个向量值。

    保存一组整型数据

//当保存Scores命名的分数时候创建一个10成员数组
var myScores = new int[10];
for (i = 0; i < myScores.Length; i++)
    myScores[i] = i+1;
if (!PlayerPrefsX.SetIntArray("Scores", myScores))
 print("不能保存分数!");

    获得一组整型数据

static function GetIntArray (key : string) : int[]
如果存在将返回这组数据,否则将返回int[0];

var scores = PlayerPrefsX.GetIntArray("Scores");

static function GetIntArray (key : string, defaultValue : int, defaultSize : int) : int[]
如果不存在这组数据,将返回指定长度的数组以及每个成员都会赋予默认值.

其他函数的使用方法:

static function SetFloatArray (key : string, value : float[]) : boolean
static function GetFloatArray (key : string) : float[]
static function GetFloatArray (key : string, defaultValue : float, defaultSize : int) : float[]
static function SetStringArray (key : string, value : String[]) : boolean
static function SetStringArray (key : string, value : String[], separator : char) : boolean
static function GetStringArray (key : string) : string[]
static function GetStringArray (key : string, separator : char) : string[]
static function GetStringArray (key : string, defaultValue : String, defaultSize : int) : string[]
static function GetStringArray (key : string, separator : char, defaultValue : String, defaultSize : int) : string[]

    该脚本的Javascript版:

// Site of this script: http://www.unifycommunity.com/wiki/index.php?title=ArrayPrefs

// Created by: Eric Haines (Eric5h5)
// Contribution (Set/Get Vector3) 03/2010: Mario Madureira Fontes (fontmaster)

static function SetVector3 (key : String, vector : Vector3) : boolean {
    return SetFloatArray(key, [vector.x, vector.y, vector.z]);
}

static function GetVector3 (key : String) : Vector3 {
    var floatArray = GetFloatArray(key);
    if (floatArray.Length < 3) {
        return Vector3.zero;
    }
    return Vector3(floatArray[0], floatArray[1], floatArray[2]);
}

static function SetIntArray (key : String, intArray : int[]) : boolean {
    if (intArray.Length == 0) return false;
   
    var sb = new System.Text.StringBuilder();
    for (i = 0; i < intArray.Length-1; i++) {
        sb.Append(intArray[i]).Append("|");
    }
    sb.Append(intArray[i]);
   
    try {
        PlayerPrefs.SetString(key, sb.ToString());
    }
    catch (err) {
        return false;
    }
    return true;
}

static function GetIntArray (key : String) : int[] {
    if (PlayerPrefs.HasKey(key)) {
        var stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
        var intArray = new int[stringArray.Length];
        for (i = 0; i < stringArray.Length; i++) {
            intArray[i] = parseInt(stringArray[i]);
        }
        return intArray;
    }
    return new int[0];
}

static function GetIntArray (key : String, defaultValue : int, defaultSize : int) : int[] {
    if (PlayerPrefs.HasKey(key)) {
        return GetIntArray(key);
    }
    var intArray = new int[defaultSize];
    for (i = 0; i < defaultSize; i++) {
        intArray[i] = defaultValue;
    }
    return intArray;
}

static function SetFloatArray (key : String, floatArray : float[]) : boolean {
    if (floatArray.Length == 0) return false;

    var sb = new System.Text.StringBuilder();
    for (i = 0; i < floatArray.Length-1; i++) {
        sb.Append(floatArray[i]).Append("|");
    }
    sb.Append(floatArray[i]);
   
    try {
        PlayerPrefs.SetString(key, sb.ToString());
    }
    catch (err) {
        return false;
    }
    return true;
}

static function GetFloatArray (key : String) : float[] {
    if (PlayerPrefs.HasKey(key)) {
        var stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
        var floatArray = new float[stringArray.Length];
        for (i = 0; i < stringArray.Length; i++) {
            floatArray[i] = parseFloat(stringArray[i]);
        }
        return floatArray;
    }
    return new float[0];
}

static function GetFloatArray (key : String, defaultValue : float, defaultSize : int) : float[] {
    if (PlayerPrefs.HasKey(key)) {
        return GetFloatArray(key);
    }
    var floatArray = new float[defaultSize];
    for (i = 0; i < defaultSize; i++) {
        floatArray[i] = defaultValue;
    }
    return floatArray;
}

static function SetStringArray (key : String, stringArray : String[], separator : char) : boolean {
    if (stringArray.Length == 0) return false;

    try {
        PlayerPrefs.SetString(key, String.Join(separator.ToString(), stringArray));
    }
    catch (err) {
        return false;
    }
    return true;
}

static function SetStringArray (key : String, stringArray : String[]) : boolean {
    if (!SetStringArray(key, stringArray, "\n"[0])) {
        return false;
    }
    return true;
}

static function GetStringArray (key : String, separator : char) : String[] {
    if (PlayerPrefs.HasKey(key)) {
        return PlayerPrefs.GetString(key).Split(separator);
    }
    return new String[0];
}

static function GetStringArray (key : String) : String[] {
    if (PlayerPrefs.HasKey(key)) {
        return PlayerPrefs.GetString(key).Split("\n"[0]);
    }
    return new String[0];
}

static function GetStringArray (key : String, separator : char, defaultValue : String, defaultSize : int) : String[] {
    if (PlayerPrefs.HasKey(key)) {
        return PlayerPrefs.GetString(key).Split(separator);
    }
    var stringArray = new String[defaultSize];
    for (i = 0; i < defaultSize; i++) {
        stringArray[i] = defaultValue;
    }
    return stringArray;
}

static function GetStringArray (key : String, defaultValue : String, defaultSize : int) : String[] {
    return GetStringArray(key, "\n"[0], defaultValue, defaultSize);


}

    该脚本的C#版

// Contribution (Created CSharp Version) 10/2010: Daniel P. Rossi (DR9885)
// Contribution (Created Bool Array) 10/2010: Daniel P. Rossi (DR9885)
// Contribution (Made functions public) 01/2011: Bren

using UnityEngine;
using System;

public static class PlayerPrefsX
{
    #region Vector 3

    ///


    /// Stores a Vector3 value into a Key
    ///

    public static bool SetVector3(string key, Vector3 vector)
    {
        return SetFloatArray(key, new float[3] { vector.x, vector.y, vector.z });
    }

    ///
    /// Finds a Vector3 value from a Key
    ///

    public static Vector3 GetVector3(string key)
    {
        float[] floatArray = GetFloatArray(key);
        if (floatArray.Length < 3)
            return Vector3.zero;
        return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
    }

    #endregion

    #region Bool Array

    ///
    /// Stores a Bool Array or Multiple Parameters into a Key
    ///

    public static bool SetBoolArray(string key, params bool[] boolArray)
    {
        if (boolArray.Length == 0) return false;

        System.Text.StringBuilder sb = new System.Text.StringBuilder();
        for (int i = 0; i < boolArray.Length - 1; i++)
            sb.Append(boolArray[i]).Append("|");
        sb.Append(boolArray[boolArray.Length - 1]);

        try { PlayerPrefs.SetString(key, sb.ToString()); }
        catch (Exception e) { return false; }
        return true;
    }

    ///
    /// Returns a Bool Array from a Key
    ///

    public static bool[] GetBoolArray(string key)
    {
        if (PlayerPrefs.HasKey(key))
        {
            string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
            bool[] boolArray = new bool[stringArray.Length];
            for (int i = 0; i < stringArray.Length; i++)
                boolArray[i] = Convert.ToBoolean(stringArray[i]);
            return boolArray;
        }
        return new bool[0];
    }

    ///
    /// Returns a Bool Array from a Key
    /// Note: Uses default values to initialize if no key was found
    ///

    public static bool[] GetBoolArray(string key, bool defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
            return GetBoolArray(key);
        bool[] boolArray = new bool[defaultSize];
        for (int i = 0; i < defaultSize; i++)
            boolArray[i] = defaultValue;
        return boolArray;
    }

    #endregion

    #region Int Array

    ///
    /// Stores a Int Array or Multiple Parameters into a Key
    ///

    public static bool SetIntArray(string key, params int[] intArray)
    {
        if (intArray.Length == 0) return false;

        System.Text.StringBuilder sb = new System.Text.StringBuilder();
        for (int i = 0; i < intArray.Length - 1; i++)
            sb.Append(intArray[i]).Append("|");
        sb.Append(intArray[intArray.Length - 1]);

        try { PlayerPrefs.SetString(key, sb.ToString()); }
        catch (Exception e) { return false; }
        return true;
    }

    ///
    /// Returns a Int Array from a Key
    ///

    public static int[] GetIntArray(string key)
    {
        if (PlayerPrefs.HasKey(key))
        {
            string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
            int[] intArray = new int[stringArray.Length];
            for (int i = 0; i < stringArray.Length; i++)
                intArray[i] = Convert.ToInt32(stringArray[i]);
            return intArray;
        }
        return new int[0];
    }

    ///
    /// Returns a Int Array from a Key
    /// Note: Uses default values to initialize if no key was found
    ///

    public static int[] GetIntArray(string key, int defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
            return GetIntArray(key);
        int[] intArray = new int[defaultSize];
        for (int i = 0; i < defaultSize; i++)
            intArray[i] = defaultValue;
        return intArray;
    }

    #endregion

    #region Float Array

    ///
    /// Stores a Float Array or Multiple Parameters into a Key
    ///

    public static bool SetFloatArray(string key, params float[] floatArray)
    {
        if (floatArray.Length == 0) return false;

        System.Text.StringBuilder sb = new System.Text.StringBuilder();
        for (int i = 0; i < floatArray.Length - 1; i++)
            sb.Append(floatArray[i]).Append("|");
        sb.Append(floatArray[floatArray.Length - 1]);

        try
        {
            PlayerPrefs.SetString(key, sb.ToString());
        }
        catch (Exception e)
        {
            return false;
        }
        return true;
    }

    ///
    /// Returns a Float Array from a Key
    ///

    public static float[] GetFloatArray(string key)
    {
        if (PlayerPrefs.HasKey(key))
        {
            string[] stringArray = PlayerPrefs.GetString(key).Split("|"[0]);
            float[] floatArray = new float[stringArray.Length];
            for (int i = 0; i < stringArray.Length; i++)
                floatArray[i] = Convert.ToSingle(stringArray[i]);
            return floatArray;
        }
        return new float[0];
    }

    ///
    /// Returns a String Array from a Key
    /// Note: Uses default values to initialize if no key was found
    ///

    public static float[] GetFloatArray(string key, float defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
            return GetFloatArray(key);
        float[] floatArray = new float[defaultSize];
        for (int i = 0; i < defaultSize; i++)
            floatArray[i] = defaultValue;
        return floatArray;
    }

    #endregion

    #region String Array

    ///
    /// Stores a String Array or Multiple Parameters into a Key w/ specific char seperator
    ///

    public static bool SetStringArray(string key, char separator, params string[] stringArray)
    {
        if (stringArray.Length == 0) return false;
        try
        { PlayerPrefs.SetString(key, String.Join(separator.ToString(), stringArray)); }
        catch (Exception e)
        { return false; }
        return true;
    }

    ///
    /// Stores a Bool Array or Multiple Parameters into a Key
    ///

    public static bool SetStringArray(string key, params string[] stringArray)
    {
        if (!SetStringArray(key, "\n"[0], stringArray))
            return false;
        return true;
    }

    ///
    /// Returns a String Array from a key & char seperator
    ///

    public static string[] GetStringArray(string key, char separator)
    {
        if (PlayerPrefs.HasKey(key))
            return PlayerPrefs.GetString(key).Split(separator);
        return new string[0];
    }

    ///
    /// Returns a Bool Array from a key
    ///

    public static string[] GetStringArray(string key)
    {
        if (PlayerPrefs.HasKey(key))
            return PlayerPrefs.GetString(key).Split("\n"[0]);
        return new string[0];
    }

    ///
    /// Returns a String Array from a key & char seperator
    /// Note: Uses default values to initialize if no key was found
    ///

    public static string[] GetStringArray(string key, char separator, string defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
            return PlayerPrefs.GetString(key).Split(separator);
        string[] stringArray = new string[defaultSize];
        for (int i = 0; i < defaultSize; i++)
            stringArray[i] = defaultValue;
        return stringArray;
    }

    ///
    /// Returns a String Array from a key
    /// Note: Uses default values to initialize if no key was found
    ///

    public static String[] GetStringArray(string key, string defaultValue, int defaultSize)
    {
        return GetStringArray(key, "\n"[0], defaultValue, defaultSize);
    }

    #endregion
}

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