Here are several ways to implement local record storage in Unity.
The first PlayerPrefs provided by Unity itself
//save data
PlayerPrefs.SetString("Name",mName);
PlayerPrefs.SetInt("Age",mAge);
PlayerPrefs.SetFloat("Grade",mGrade)
//Read data
mName=PlayerPrefs.GetString("Name","DefaultValue");
mAge=PlayerPrefs.GetInt("Age",0);
mGrade=PlayerPrefs.GetFloat("Grade",0F);
//Clear all records
PlayerPrefs.DeleteAll();
//Delete one of the records
PlayerPrefs.DeleteKey("Age");
//Write records to disk
PlayerPrefs.Save()
The second BinaryFormatter binary serialization
Suppose there is a Player class
[System. Serializable]
public class Player
{
public int health;
public int power;
public Vector3 position;
}
Since BinaryFormatter serialization does not support Unity's Vector3 type, we need to do some packaging.
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;
}
}
We save and read the PlayerData. The read PlayerData can be assigned to the 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;
}
}
}
The third type is saved as a text file in json format
Use Unity's own API JsonUtility .
save data
public static void SavePlayerJson(Player player)
{
string path = Application.persistentDataPath+"/player.json";
var content = JsonUtility.ToJson(player,true);
File.WriteAllText(path,content);
}
Read data
public static PlayerData LoadPlayerJson()
{
string path = Application.persistentDataPath+"/player.json";
if(File.Exists(path)){
var content = File.ReadAllText(path);
var playerData = JsonUtility.FromJson<PlayerData>(content);
return playerData;
}else{
Debug.LogError("Save file not found in "+path);
return null;
}
}
The fourth XmlSerializer for serialization
If there is a class
public class Entity
{
public Entity()
{
}
public Entity(string c, string f)
{
name = c;
school = f;
}
public string name;
public string school;
}
Read data
List<Entity> entityList=null;
XmlSerializer xs = new XmlSerializer(typeof(List<Entity>));
using (StreamReader sr = new StreamReader(configPath))
{
entityList = xs.Deserialize(sr) as List<Entity>;
}
save data
List<Entity> entityList=null;
XmlSerializer xs = new XmlSerializer(typeof(List<Entity>));
using (StreamWriter sw = File.CreateText(configPath))
{
xs.Serialize(sw, entityList);
}
The corresponding xml file is:
<?xml version="1.0" encoding="utf-8"?>
<ArrayOfEntity xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Entity>
<Name>Alice</Name>
<School>SJTU</School>
</Entity>
<Entity>
<Name>Cici</Name>
<School>CSU</School>
</Entity>
<Entity>
<Name>Zero</Name>
<School>HIT</School>
</Entity>
</ArrayOfEntity>