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Unity3d本地存储

2016-02-22 00:00 387 查看
原文地址:http://blog.csdn.net/dingkun520wy/article/details/49386507

(一)简单数据存储PlayerPrefs

这种存储方法比较简单直接上代码

//简单数据存储
public void SimpleLocalStorage()
{
//存储信息
PlayerPrefs.SetString("TestString", "存储");
PlayerPrefs.SetInt("TestInt", 8);
PlayerPrefs.SetFloat("TestFloat", 8.8F);
//获取信息
PlayerPrefs.GetString("TestString");
PlayerPrefs.GetInt("TestInt");
PlayerPrefs.GetFloat("TestFloat");

//判断是否有信息
if (PlayerPrefs.HasKey("TestString"))
{
//删除信息
PlayerPrefs.DeleteKey("TestString");
PlayerPrefs.DeleteKey("TestInt");
PlayerPrefs.DeleteKey("TestFloat");
}
//删除所有
PlayerPrefs.DeleteAll();
}


(二)Xml数据存储

首先是定义数据对象和Xml格式字符串相互转换的函数

/// 数据对象转换xml字符串
public string SerializeObject(object pObject, System.Type ty)
{
string XmlizedString = null;
MemoryStream memoryStream = new MemoryStream();
XmlSerializer xs = new XmlSerializer(ty);
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}

/// xml字符串转换数据对象
public object DeserializeObject(string pXmlizedString, System.Type ty)
{
XmlSerializer xs = new XmlSerializer(ty);
MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}
//UTF8字节数组转字符串
public string UTF8ByteArrayToString(byte[] characters)
{
UTF8Encoding encoding = new UTF8Encoding();
string constructedString = encoding.GetString(characters);
return (constructedString);
}

//字符串转UTF8字节数组
public byte[] StringToUTF8ByteArray(String pXmlString)
{
UTF8Encoding encoding = new UTF8Encoding();
byte[] byteArray = encoding.GetBytes(pXmlString);
return byteArray;
}


然后定义读取和存储文本文件的函数,这里用到了Base64的加密方法

/// 创建文本文件
public void CreateTextFile(string fileName, string strFileData, bool isEncryption)
{
StreamWriter writer;                               //写文件流
string strWriteFileData;
if (isEncryption)
{
strWriteFileData = Encrypt(strFileData);  //是否加密处理
}
else
{
strWriteFileData = strFileData;             //写入的文件数据
}

writer = File.CreateText(fileName);
writer.Write(strWriteFileData);
writer.Close();                                    //关闭文件流
}

/// 读取文本文件
public string LoadTextFile(string fileName, bool isEncryption)
{
StreamReader sReader;                              //读文件流
string dataString;                                 //读出的数据字符串

sReader = File.OpenText(fileName);
dataString = sReader.ReadToEnd();
sReader.Close();                                   //关闭读文件流

if (isEncryption)
{
return Decrypt(dataString);                      //是否解密处理
}
else
{
return dataString;
}

}
/// 加密方法
/// 描述: 加密和解密采用相同的key,具体值自己填,但是必须为32位
public string Encrypt(string toE)
{
byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012");
RijndaelManaged rDel = new RijndaelManaged();
rDel.Key = keyArray;
rDel.Mode = CipherMode.ECB;
rDel.Padding = PaddingMode.PKCS7;
ICryptoTransform cTransform = rDel.CreateEncryptor();
byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes(toE);
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);

return Convert.ToBase64String(resultArray, 0, resultArray.Length);
}

/// 解密方法
/// 描述: 加密和解密采用相同的key,具体值自己填,但是必须为32位
public string Decrypt(string toD)
{
byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012");
RijndaelManaged rDel = new RijndaelManaged();
rDel.Key = keyArray;
rDel.Mode = CipherMode.ECB;
rDel.Padding = PaddingMode.PKCS7;
ICryptoTransform cTransform = rDel.CreateDecryptor();
byte[] toEncryptArray = Convert.FromBase64String(toD);
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);

return UTF8Encoding.UTF8.GetString(resultArray);
}


定义数据对象

public class UserData
{
public string userName;         //用户名
public int onlyId;				//用户唯一id

public UserData()
{

}
}


函数的用法

//xml数据存储和读取
public void XmlLocalStorage()
{
string _fileName = Application.persistentDataPath + "/UnityUserData";

UserData user = new UserData();
user.userName = "乐逍遥";
user.onlyId = 1;
//存储数据
string s = SerializeObject(user, typeof(UserData));
//创建XML文件且写入数据
CreateTextFile(_fileName, s,false);

//读取数据
try
{
string strTemp = LoadTextFile(_fileName,false);
//反序列化对象
UserData userD = DeserializeObject(strTemp, typeof(UserData)) as UserData;

}
catch
{
Debug.Log("系统读取XML出现错误,请检查");
}
}
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