[Unity]简单数据存储(Win和安卓)

一、代码

using System;
using System.IO;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class AnDataAdapter
{
    //自由添加修改
    //修改完成后需要删除老的文件!!!!
    public enum DataType
    {
        ID,
        //在这可以自由添加
        //...
        //添加的是自定义内容
        Count
    }

    private string FileName = "";
    private string FullPath = "";
    private string[] dataArray = new string[(int)DataType.Count];
    //
    private  static AnDataAdapter INSTANCE =null;
    //单例模式
    private AnDataAdapter()
    {
        //请确保,windows模式下有StreamingAssets文件夹
        FileName = "data.an";
        if (Application.platform == RuntimePlatform.Android)
            FullPath = Application.persistentDataPath + "\\" + FileName;
        else if (Application.platform == RuntimePlatform.WindowsEditor|| Application.platform == RuntimePlatform.WindowsPlayer)
            FullPath = Application.streamingAssetsPath + "\\" + FileName;
    }
    //获取单例
    public static AnDataAdapter GetInstance()
    {
        if(INSTANCE==null)
        {
            INSTANCE = new AnDataAdapter();
        }
        return INSTANCE;
    }

    public void Open()
    {
        //如果不存在就创建
        if (!File.Exists(FullPath))
        {
            //创建,
            File.CreateText(FullPath).Dispose();
            //
            for (int i = 0; i < (int)DataType.Count; i++)
                dataArray[i] = "0";
            //写,会清空原有数据
            File.WriteAllLines(FullPath, dataArray, Encoding.UTF8);
        }
        else
        {
            dataArray = File.ReadAllLines(FullPath);
        }
    }
    public void Save()
    {
        File.WriteAllLines(FullPath, dataArray, Encoding.UTF8);
    }
    public void SetData(DataType _type, string _data)
    {
        dataArray[(int)_type] = _data;
    }

    public string GetData(DataType _type)
    {
        return dataArray[(int)_type];

    }
    ///你还可以使用Convert对string进行加密,例如
    ///Convert.FromBase64String();
    //Convert.ToBase64String();
}

二、使用

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Controller : MonoBehaviour
{
    public Text Log;
    private AnDataAdapter Data;
    // Start is called before the first frame update
    void Start()
    {
        Data = AnDataAdapter.GetInstance();
        Data.Open();
        Debug.Log(Data.GetData(AnDataAdapter.DataType.ID));
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            Data.SetData(AnDataAdapter.DataType.ID, "123");
            Data.Save();
        }
    }
}

三、备注

1.安卓设备要开启存储权限,AndroidManifest.xml添加

<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />

2.window工程要有StreamingAssets文件夹

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转载自blog.csdn.net/qq_36251561/article/details/128592148