Unity多存档编辑器工具

由于在开发游戏时需要反复重新游戏走一遍流程来测试游戏,但是游戏目前没有做多存档的计划,所以先整了个这么个编辑器工具

原理非常暴力,就是读取不同的存档文件

首先定义一个存档槽类,用来对 存档进行保存,读取等操作,保存时将原本的存档文件复制一份,并截图到Assets目录下,读取时将该文件覆盖 原来的文件即可

存档的路径 与文件名 需要根据自身项目修改

另外需要保存存档时的截屏并显示出来,所以要用到协程读取保存的资源图片,直接按顺序写代码是读取不出来的,用到了github上的一个编辑器携程工具 https://github.com/marijnz/unity-editor-coroutines

[Serializable]
public class SaveSlot
{
    
    
    [HideLabel] [HorizontalGroup("slot")] [VerticalGroup("slot/ver")]
    public string note = "存档名";

    [HideLabel] [VerticalGroup("slot/ver")]
    public string time = DateTime.Now.ToString("s");

    [PreviewField(ObjectFieldAlignment.Left)] [HideLabel] [HorizontalGroup("slot")]
    public Texture texture;

    private string path;

    [Button("保存到此存档槽")]
    [ResponsiveButtonGroup("SaveSlot")]
    void Save()
    {
    
    
        if (Directory.Exists(Application.persistentDataPath))
        {
    
    
            path = Application.persistentDataPath + "/savedata_Beta-" + note + ".sav";
            File.Copy(Application.persistentDataPath + "/savedatas/savedata_Beta.sav", path, true);
            ScreenCapture.CaptureScreenshot(Application.dataPath + "/Game/SaveSlot/savedata_Beta-" + note + ".png");
            this.StartCoroutine(LoadImg("Assets/Game/SaveSlot/savedata_Beta-" + note + ".png"));
        }
    }

    IEnumerator LoadImg(string path)
    {
    
    
        AssetDatabase.ImportAsset("Assets/Game/SaveSlot/savedata_Beta-" + note + ".png");
        yield return new WaitForSeconds(2f);
        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
        yield return new WaitForSeconds(2f);
        texture = AssetDatabase.LoadAssetAtPath<Texture>(path);
        Debug.Log("保存存档图片");
    }

    [Button("读取此存档槽")]
    [ResponsiveButtonGroup("SaveSlot")]
    void Load()
    {
    
    
        path = Application.persistentDataPath + "/savedata_Beta-" + note + ".sav";
        if (File.Exists(path))
        {
    
    
            File.Copy(path, Application.persistentDataPath + "/savedatas/savedata_Beta.sav", true);
            Debug.Log("读取存档:" + note);
        }
    }

    public void Delete()
    {
    
    
        if (Directory.Exists(Application.persistentDataPath))
        {
    
    
            path = Application.persistentDataPath + "/savedata_Beta-" + note + ".sav";
            if (File.Exists(path))
            {
    
    
                File.Delete(path);
                Debug.Log("删除存档:" + note);
            }

            File.Delete(Application.dataPath + "/Game/SaveSlot/savedata_Beta-" +
                        note + ".png");
            AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
        }
    }

    [Button("打开文件位置")]
    [ResponsiveButtonGroup("SaveSlot")]
    void Open()
    {
    
    
        OpenDirectory(path);
    }
}

//打开文件夹并选中文件(windows下)
public static void OpenDirectory(string path)
{
    
    
    if (string.IsNullOrEmpty(path)) return;

    var newPath = @"" + path.Replace("/", "\\");
    var args = string.Format("/Select, {0}", newPath);

    if (!File.Exists(path))
    {
    
    
        Debug.LogError("没有文件: " + path);
        return;
    }

    ProcessStartInfo pfi = new ProcessStartInfo("Explorer.exe", args);
    Process.Start(pfi);
}

然后用一个list把存档槽存起来

这里用到了odin的对集合改变时监测的功能,当删除一个存档槽时调用它的删除方法去删除存档文件以及预览图

[FoldoutGroup("存档工具")] [OnCollectionChanged("OnChangedBefore", "OnChangedAfter")] [LabelText("存档槽")]
public List<SaveSlot> saveSlots;
void OnChangedBefore(CollectionChangeInfo info, object value)
{
    
    
    if (info.ChangeType == CollectionChangeType.RemoveIndex)
    {
    
    
        saveSlots[info.Index].Delete();
    }
}

void OnChangedAfter(CollectionChangeInfo info, object value)
{
    
    
}

然后就可以愉快的使用了

另外假如我们使用svn多人协作,这样就可能会上传SaveSlot中的图片,所以我们要忽略到SaveSlot文件夹中的png和meta文件

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转载自blog.csdn.net/qq_25969985/article/details/119993916