实例场景
点击Save按钮后,查看保存的文件
点击Load按钮后加载文档数据
Json介绍https://www.json.org/json-zh.htmlUnity中自带的JsonUtility可以将可序列化对象与Json格式相互转换。
将对象转为可序列化对象需要添加[SerializeField],且为public,然后才可以被转为Json格式。
JsonUtility内部API
JsonUtility.ToJson将object对象转为Json格式
//两种重载
public static string ToJson(object obj);
public static string ToJson(object obj, bool prettyPrint);//obj为被转换为Json格式的对象
//prettyPrint为是否将输出的Json文本转为适合阅读的格式,默认false,尽量不选true,对性能有影响
//返回值为Json格式的string数据
JsonUtility.FromJson将Json格式转为object格式
public static T FromJson<T>(string json);//T为泛型,代各类数据
//json为json格式的数据
//返回值为某格式的对象
JsonUtility.FromJsonOverwrite通过读取对象的 JSON 表示形式覆盖其数据
public static void FromJsonOverwrite(string json, object objectToOverwrite);//json为对象的json格式
//objectToOverwrite为被重写的对象
这个方法与JsonUtility.FromJson不同在于:不产生新的对象加载Json格式,而是在已有的对象内加载Json格式,无需进行任何分配即可更新存储在类或对象中的值。
输入输出流
命名空间:using System.IO
File.WriteAllText 写入文件
public static void WriteAllText (string path, string ?contents);//path:文件路径
//contents:文件内容
path一般指定为:Application.persistentDataPath,避免平台不同发生错误
该值是目录路径;此目录中可以存储每次运行要保留的数据。在 iOS 和 Android 上发布时,persistentDataPath 指向设备上的公共目录。应用程序更新不会擦除此位置中的文件。用户仍然可以直接擦除这些文件。
如果文件已经存在,则会将第二次输入的内容覆盖到原文件中,不会创建新文件。
File.ReadAllText 读取文件
public static string ReadAllText (string path);//path:文件路径
//返回值为json格式的字符串
File.ReadAllText 读取文件
public static void ReadAllText (string path);
try—catch语句
源码
PlayerSystem
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class PlayerSystem : MonoBehaviour
{public List<Text> text = new List<Text>();[SerializeField] string playerName;[SerializeField] string playerMoney;[SerializeField] string playerLevel;[SerializeField] string playerScore;const string PLAYER_FILE_NAME = "playerFile";void Update() {text[0].text = playerName;text[1].text = playerMoney;text[2].text = playerLevel;text[3].text = playerScore;}public void Save(){var player = new Player();player.playerName = playerName;player.playerMoney = playerMoney;player.playerLevel = playerLevel;player.playerScore = playerScore;SaveFile.SaveByJson(PLAYER_FILE_NAME,player);}public void Load(){Player savePlayer = SaveFile.LoadFromJson<Player>(PLAYER_FILE_NAME);playerName = savePlayer.playerName;playerMoney = savePlayer.playerMoney;playerLevel = savePlayer.playerLevel;playerScore = savePlayer.playerScore;}[UnityEditor.MenuItem("Developer/Delete Player Prefabs")]public static void DeletePlayerSavaFiles(){SaveFile.DeleteSaveFile(PLAYER_FILE_NAME);}[SerializeField] class Player{public string playerName;public string playerMoney;public string playerLevel;public string playerScore;}
}
SaveSystem
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;public class SaveFile
{//存储文件public static void SaveByJson(string fileName,object data){var json = JsonUtility.ToJson(data);var path = Path.Combine(Application.persistentDataPath,fileName);try{File.WriteAllText(path,json);Debug.Log("存储成功");}catch(System.Exception e){Debug.Log("存储失败");}}//加载文件public static T LoadFromJson<T>(string fileName){var path = Path.Combine(Application.persistentDataPath,fileName);try{var json = File.ReadAllText(path);var data = JsonUtility.FromJson<T>(json);Debug.Log("读取成功");return data;}catch(System.Exception e){Debug.Log("读取失败");return default;}}//删除文件public static void DeleteSaveFile(string fileName){var path = Path.Combine(Application.persistentDataPath,fileName);try{File.Delete(path);Debug.Log("删除成功");}catch(System.Exception e){Debug.Log("删除失败");}}
}