Unity C# 序列化 保存物体信息
2016-04-12 17:40
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首先,表明这个类可序列化
[Serializable] public class ObjectData { public float xPos, yPos, zPos; public float xRot, yRot, zRot; public float xScl, yScl, zScl; public string h_prefabName; // Hierarchy name public string p_prefabPath; // Project name }
public void Save() // 将序列化的对象保存到 一个 路径下,生成一个文本保存信息 { BinaryFormatter bf = new BinaryFormatter(); // persistentDataPath streamingAssetsPath //FileStream file = File.Open(Application.dataPath + "/Brush Tools/SaveInfo/playerInfo.dat", FileMode.OpenOrCreate); FileStream file = File.Open(Application.persistentDataPath + "playerInfo.dat", FileMode.OpenOrCreate); //List<ObjectData> objData = new List<ObjectData>(); List<ObjectData> objData = new List<ObjectData>(); for (int i = 0; i < run_Obj.Count; i++) { objData.Add(new ObjectData()); } for(int i =0;i< run_Obj.Count;i++) { objData[i].xPos = run_Obj[i].transform.position.x; objData[i].yPos = run_Obj[i].transform.position.y; objData[i].zPos = run_Obj[i].transform.position.z; objData[i].xRot = run_Obj[i].transform.eulerAngles.x; objData[i].yRot = run_Obj[i].transform.eulerAngles.y; objData[i].zRot = run_Obj[i].transform.eulerAngles.z; objData[i].xScl = run_Obj[i].transform.localScale.x; objData[i].yScl = run_Obj[i].transform.localScale.y; objData[i].zScl = run_Obj[i].transform.localScale.z; } // 序列化 bf.Serialize(file, objData); file.Close(); }
public void Load() // 读取保存的信息,还原物体属性 { if (File.Exists(Application.persistentDataPath + "playerInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "playerInfo.dat", FileMode.Open); // 反序列化 List<ObjectData> objData = (List<ObjectData>)bf.Deserialize(file); file.Close(); for(int i=0;i< run_Obj.Count;i++) { run_Obj[i].transform.position = new Vector3(objData[i].xPos,objData[i].yPos, objData[i].zPos); run_Obj[i].transform.rotation = Quaternion.Euler(new Vector3(objData[i].xRot, objData[i].yRot, objData[i].zRot)); run_Obj[i].transform.localScale = new Vector3(objData[i].xScl, objData[i].yScl, objData[i].zScl); } } }
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