Unity本地数据持久化记录存储的四种方法

1、 Unity自身提供的PlayerPrefs

//保存数据
PlayerPrefs.SetString("Name",mName);
PlayerPrefs.SetInt("Age",mAge);
PlayerPrefs.SetFloat("Grade",mGrade)

//读取数据
mName=PlayerPrefs.GetString("Name","DefaultValue");
mAge=PlayerPrefs.GetInt("Age",0);
mGrade=PlayerPrefs.GetFloat("Grade",0F);

//清除所有记录
PlayerPrefs.DeleteAll();

//删除其中某一条记录
PlayerPrefs.DeleteKey("Age");

//将记录写入磁盘
PlayerPrefs.Save()

2、 BinaryFormatter 二进制序列化

///假设有一个Player类
[System. Serializable]
public class Player
{
      public int health;
      public int  power;
      public Vector3 position;
}

///由于BinaryFormatter序列化不支持Unity的Vector3类型,所以我们需要做一下包装。
public class PlayerData{
    
    public int level;
    public int health;
    public float[] position;

    public PlayerData(Player player)
    {
        this.level = player.level;
        this.health = player.health;
        this.position = new float[3];
        this.position[0] = player.transform.position.x;
        this.position[1] = player.transform.position.y;
        this.position[2] = player.transform.position.z;
    }
}

///我们对PlayerData进行保存和读取。读取出来的PlayerData可以赋给Player。
public static class SaveSystem{
       //保存数据
    public static void SavePlayer(Player player)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string path = Application.persistentDataPath+"/player.fun";
        FileStream stream = new FileStream(path,FileMode.Create);
        PlayerData data = new PlayerData(player);
        formatter.Serialize(stream,data);
        stream.Close();
    }

     //读取数据
    public static PlayerData LoadPlayer()
    {
        string path = Application.persistentDataPath+"/player.fun";
        if(File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream stream = new FileStream(path,FileMode.Open);
            PlayerData data = formatter.Deserialize(stream) as PlayerData;
            stream.Close();
            return data;
        }else{
            Debug.LogError("Save file not found in  "+path);
            return null;
        }
    }
}

3、 保存为json格式的文本文件

使用 Unity 自身API JsonUtility。

//保存数据
    public static void SavePlayerJson(Player player)
    {
        string path = Application.persistentDataPath+"/player.json";
        var content = JsonUtility.ToJson(player,true);
        File.WriteAllText(path,content);
    }

//读取数据
    public static PlayerData LoadPlayerJson()
    {
        string path = Application.persistentDataPath+"/player.json";
        if(File.Exists(path)){
            var content = File.ReadAllText(path);
            var playerData = JsonUtility.FromJson(content);
            return playerData;
        }else{
            Debug.LogError("Save file not found in  "+path);
            return null;
        }
    }

4、 XmlSerializer进行串行化

//假如有类
public class Entity
{
    public Entity()
    {
    }
    public Entity(string c, string f)
    {
      name = c;
      school = f;
    }
    public string name;
    public string school;
}

//读取数据
List entityList=null;
XmlSerializer xs = new XmlSerializer(typeof(List));
using (StreamReader sr = new StreamReader(configPath))
{
   entityList = xs.Deserialize(sr) as List;
}

//保存数据
List entityList=null;
XmlSerializer xs = new XmlSerializer(typeof(List));
using (StreamWriter sw = File.CreateText(configPath))
{
  xs.Serialize(sw, entityList);
}
//对应的xml文件为:




 
  Alice
  SJTU
 
 
  Cici
  CSU
 
 
  Zero
  HIT
 


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