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Unity 数据持久化【PlayerPrefs】

2024/11/30 9:50:16 来源:https://blog.csdn.net/AMrss/article/details/140089411  浏览:    关键词:Unity 数据持久化【PlayerPrefs】

1、数据持久化

在这里插入图片描述

文章目录

  • 1、数据持久化
    • PlayerPrefs基本方法
      • 1、PlayerPrefs概念
      • 2、存储相关
      • 3、读取相关
      • 4、删除数据
      • 思考 信息的存储和读取
    • PlayerPrefs存储位置
      • 1、PlayerPrefs存储的数据在哪个位置
      • 2、PlayerPrefs 数据唯一性
      • 思考 排行榜功能
  • 2、Playerprefs实践
    • 1、必备知识点-反射知识小补充
    • 2、需求分析 Playerprefs数据管理类创建
    • 3、反射存储数据-常用成员、List成员、Dic成员、自定义类成员
    • 4、反射读取数据-常用成员、List成员、Dic成员、自定义类成员
    • 4、加密思路
    • 5、生成资源包

概念

将【变量数据】在内存和硬盘之间的存储或读取

内容

PlayerPrefs的基本方法
PlayerPrefs在不同平台的存储位置
利用反射结合PlayerPrets制作通用存诸工具

PlayerPrefs基本方法

1、PlayerPrefs概念

是unity提供的可以用于存储读取玩家数据的公共类

2、存储相关

PlaverPrefs的数据存储类似于键值对存储一个键对应一个值
提供了存储3种数据的方法int float string
键:string类型
值:int float string对应3API PlayerPrefs.SetInt("myAge", 18);PlayerPrefs.SetFloat("myHeight", 183.5f);PlayerPrefs.SetString("myName", "姓名");PlayerPrefs.Save();bool sex = true; //sex若为true存1,sex若为flase则存1PlayerPrefs.SetInt("sex", sex ? 1 : 0);如果用同一个键名,会进行覆盖PlayerPrefs.SetFloat("myAge", 18.3f);//键名是唯一的

3、读取相关

Set之后也能读取信息,读取顺序为:内存 > 硬盘1intint age = PlayerPrefs.GetInt("myAge");print(age); //0 被覆盖age = PlayerPrefs.GetInt("myAge", 18); //18 设置的初始默认值print(age);2floatfloat height = PlayerPrefs.GetFloat("myHeight", 100f);print(height);3stringstring name = PlayerPrefs.GetString("myName");print(name);是否存在的键名if (PlayerPrefs.HasKey("myName")){print("存在myName对应的键值对数据");}

4、删除数据

删除指定键值对PlayerPrefs.DeleteKey("myAge");删除所有PlayerPrefs.DeleteAll();

思考 信息的存储和读取

玩家信息类,装备信息类
用List存储装备信息
添加标识,存储多个玩家信息
将信息存储读取using System.Collections.Generic;
using UnityEngine;public class Item
{public int id;public int num;
}
public class Player
{public string name;public int age;public int atk;public int def;public List<Item> itemList;//用于存储或读取的标识private string keyName;/// <summary>/// 存储数据/// </summary>public void Save(){PlayerPrefs.SetString(keyName + "_name", name);PlayerPrefs.SetInt(keyName + "_age", age);PlayerPrefs.SetInt(keyName + "_atk", atk);PlayerPrefs.SetInt(keyName + "_def", def);PlayerPrefs.SetInt(keyName + "_ItemNum", itemList.Count);for (int i = 0; i < itemList.Count; i++){PlayerPrefs.SetInt(keyName + "_itemID" + i, itemList[i].id);PlayerPrefs.SetInt(keyName + "_itemNum" + i, itemList[i].num);}PlayerPrefs.Save();}/// <summary>/// 读取数据/// </summary>public void Load(string keyName){//记录传入的标识this.keyName = keyName;name = PlayerPrefs.GetString(keyName + "_name", "未命名");age = PlayerPrefs.GetInt(keyName + "_age", 18);atk = PlayerPrefs.GetInt(keyName + "_atk", 20);def = PlayerPrefs.GetInt(keyName + "_def", 2);//获取数量int num = PlayerPrefs.GetInt(keyName + "_ItemNum", 0);//初始化容器itemList = new List<Item>();Item item;for (int i = 0; i < num; i++){item = new Item();item.id = PlayerPrefs.GetInt(keyName + "_itemID" + i);item.num = PlayerPrefs.GetInt(keyName + "_itemNum" + i);itemList.Add(item);}}
}
public class Test1_Exercises : MonoBehaviour
{void Start(){Player p = new Player();p.Load();//print(p.name);//print(p.age);//print(p.atk);//print(p.def);print("不同类型道具数量:"+p.itemList.Count);for (int i = 0; i < p.itemList.Count; i++){print("道具id:" + p.itemList[i].id);print("道具数量:" + p.itemList[i].num);}Item item = new Item();item.id = 1;item.num = 99;p.itemList.Add(item);item = new Item();item.id = 2;item.num = 99;p.itemList.Add(item);p.Save();//其他玩家Player p2 = new Player();p2.Load("Player2");p2.Save();}
}

PlayerPrefs存储位置

1、PlayerPrefs存储的数据在哪个位置

不同平台存储位置不同

WindowsPlayerPrefs 存储在HKCU\Software\[公司名称]\[产品名称]项下的注册表中其中公司和产品名称是在"Project Settings"中设置的名称运行 regeditHKEY_CURRENT_USERSOFTWAREUnityUnityEditor公司名称产品名称
Android/data/data/应用程序包名/shared_prefs/pkg-name.xml
IOS/Library/Preferences/[应用ID].plist

2、PlayerPrefs 数据唯一性

PlayerPrefs 中不同数据的唯一性
由key决定,不同key决定了不同的数据
同一项目中,如果不同数据key相同,会造成数据丢失

思考 排行榜功能

排行榜主要记录玩家名,玩家得分,玩家通关时间
using System.Collections.Generic;
using UnityEngine;public class RankListInfo
{public List<RankInfo> rankList;public RankListInfo() { Load(); }public void Add(string name, int score, int time){rankList.Add(new RankInfo(name, score, time));}public void Save(){PlayerPrefs.SetInt("rankListNum", rankList.Count);for (int i = 0; i < rankList.Count; i++){RankInfo info = rankList[i];PlayerPrefs.SetString("rankInfo" + i, info.playerName);PlayerPrefs.SetInt("rankInfo" + i, info.playerScore);PlayerPrefs.SetInt("rankInfo" + i, info.playerTime);}}private void Load(){int num = PlayerPrefs.GetInt("rankListNum", 0);rankList = new List<RankInfo>();for (int i = 0;i < num;i++){RankInfo info = new RankInfo(PlayerPrefs.GetString("rankInfo" + i), PlayerPrefs.GetInt("rankScore" + i), PlayerPrefs.GetInt("rankTIme" + i));rankList.Add(info);}}
}public class RankInfo
{public string playerName;public int playerScore;public int playerTime;public RankInfo(string name, int score, int time){playerName = name;playerScore = score;playerTime = time;}
}
public class Test2_Exercises : MonoBehaviour
{void Start(){RankListInfo rankList = new RankListInfo();print(rankList.rankList.Count);for (int i = 0; i < rankList.rankList.Count; i++){print("姓名" + rankList.rankList[i].playerName);print("分数" + rankList.rankList[i].playerScore);print("时间" + rankList.rankList[i].playerTime);}rankList.Add("玩家", 100, 88);rankList.Save();}
}

2、Playerprefs实践

1、必备知识点-反射知识小补充

Type	用于获取类的所有信息:字段、属性、方法 等
Assembly	用于获取程序集,通过程序集获取Type
Activator	用于快速实例化对象using System;
using System.Collections.Generic;
using UnityEngine;
public class Father { }
public class Son : Father { }
public class Reflection : MonoBehaviour
{void Start(){1、判断A对象是否让B对象分配空间//父类装子类//是否可以从某一个类型的对象为自己分配空间Type fatherType = typeof(Father);Type sonType = typeof(Son);//调用者通过IsAssignableFrom方法进行判断,是否可以通过传入的类型为自己分配空间if (fatherType.IsAssignableFrom(sonType)){print("可以分配");Father f = Activator.CreateInstance(sonType) as Father;print(f);}else{print("不能分配");}2、通过反射获取泛型类型List<string> list = new List<string>();Type listType = list.GetType();//通过得到泛型类的类型,得到泛型具体的类型Type[] types = listType.GetGenericArguments();print(types[0]);Dictionary<string,float> dict = new Dictionary<string,float>();Type dicType = dict.GetType();types = dicType.GetGenericArguments();print(types[0]);print(types[1]);}
}

2、需求分析 Playerprefs数据管理类创建

Test

using System.Collections.Generic;
using UnityEngine;public class PlayerInfo
{public int age = 10;public string name = "姓名";public float height = 188.5f;public bool sex = true;public List<int> list = new List<int>() { 1, 2, 3, 4, };public Dictionary<int, string> dic = new Dictionary<int, string>(){{1,"123" },{1,"123" }};public ItemInfo itemInfo = new ItemInfo(3, 33);public List<ItemInfo> items = new List<ItemInfo>() { new ItemInfo(1, 99), new ItemInfo(2, 22) };public Dictionary<int, ItemInfo> itemDic = new Dictionary<int, ItemInfo>() { { 4, new ItemInfo(4, 44) }, { 5, new ItemInfo(5, 55) } };
}
public class ItemInfo
{public int num;public int id;public ItemInfo() { }public ItemInfo(int id, int num){this.id = id;this.num = num;}
}
public class Test : MonoBehaviour
{void Start(){PlayerInfo p = new PlayerInfo();PlayerPrefsDataMgr.Instance.SaveData(p, "Player1");}
}

3、反射存储数据-常用成员、List成员、Dic成员、自定义类成员

using System;
using System.Collections;
using System.Reflection;
using UnityEngine;
/// <summary>
/// PlayerPrefs数据管理类,同一管理数据的存储和读取
/// </summary>
public class PlayerPrefsDataMgr
{private static PlayerPrefsDataMgr instance = new PlayerPrefsDataMgr();public static PlayerPrefsDataMgr Instance{get { return instance; }}private PlayerPrefsDataMgr() { }/// <summary>/// 存储数据/// </summary>/// <param name="data">数据对象</param>/// <param name="keyName">数据对象的唯一key,自己控制</param>public void SaveData(object data, string keyName){//通过Type得到传入数据对象的所有字段,结合PlayerPrefs来存储//1、获取传入数据对象的所有字段Type dataType = data.GetType();//得到所有字段FieldInfo[] infos = dataType.GetFields();//2、自己定义一个key的规则,进行数据存储//keyName_数据类型_字段类型_字段名//3、遍历字段,进行数据存储string saveKeyNmae = "";FieldInfo info;for (int i = 0; i < infos.Length; i++){//对每一个字段,进行数据存储//得到具体的字段信息info = infos[i];//通过FieldInfo可以直接获取到字段的类型和字段的名字//    字段的类型 info.FieldType.Name//    字段的名字 info.Name//根据key生成key//    Player1_PlayerInfo_Int32_agesaveKeyNmae = keyName + "_" + dataType.Name + "_" + info.FieldType.Name + "_" + info.Name;//获取值//info.GetValue(data)SaveData(info.GetValue(data), saveKeyNmae);}}/// <summary>/// /// </summary>/// <param name="value">类型</param>/// <param name="keyName">存储的key名称</param>private void SaveValue(object value, string keyName){Type fieldType = value.GetType();if (fieldType == typeof(int)){Debug.Log("存储int" + keyName);PlayerPrefs.SetInt(keyName, (int)value);}else if (fieldType == typeof(float)){Debug.Log("存储float" + keyName);PlayerPrefs.SetFloat(keyName, (float)value);}else if (fieldType == typeof(string)){Debug.Log("存储string" + keyName);PlayerPrefs.SetString(keyName, value.ToString());}else if (fieldType == typeof(bool)){Debug.Log("存储bool" + keyName);PlayerPrefs.SetInt(keyName, (bool)value ? 1 : 0);}//通过IList判断这个类是否为Listelse if (typeof(IList).IsAssignableFrom(fieldType)){Debug.Log("存储List" + keyName);IList list = value as IList;//存储List数量PlayerPrefs.SetInt(keyName, list.Count);int index = 0;foreach (object obj in list){SaveValue(obj, keyName + index);index++;}}else if (typeof(IDictionary).IsAssignableFrom(fieldType)){Debug.Log("存储Dictionary" + keyName);IDictionary dic = value as IDictionary;//存储字典长度PlayerPrefs.SetInt(keyName,dic.Count);//遍历存储Dic里面的具体值int index = 0;foreach (object key in dic.Keys){SaveValue(key, keyName + "_key_" + index);SaveValue(dic[key], keyName + "_value_" + index);index++;}}else{SaveData(value, keyName);}}/// <summary>/// 读取数据/// </summary>/// <param name="type">想要读取数据的数据类型</param>/// <param name="keyName">数据对象的唯一key</param>/// <returns></returns>public object LoadData(Type type, string keyName){//只需要传入一个Type,typeof(Player),就可以在内部动态创建一个对象返回出来//根据传入的类型和keyName,依据存储数据时key的拼接规则来进行数据的获取赋值,然后返回出去return null;}
}

4、反射读取数据-常用成员、List成员、Dic成员、自定义类成员

test

using System.Collections.Generic;
using UnityEngine;public class PlayerInfo
{public int age;public string name = "姓名";public float height;public bool sex;public List<int> list;public Dictionary<int, string> dic;public ItemInfo itemInfo;public List<ItemInfo> itemList;public Dictionary<int, ItemInfo> itemDic;
}
public class ItemInfo
{public int num;public int id;public ItemInfo() { }public ItemInfo(int id, int num){this.id = id;this.num = num;}
}
public class Test : MonoBehaviour
{void Start(){//PlayerInfo p = new PlayerInfo();将数据对象的信息存储到硬盘//PlayerPrefsDataMgr.Instance.SaveData(p, "Player1");//PlayerPrefs.DeleteAll();//读取数据PlayerInfo p = PlayerPrefsDataMgr.Instance.LoadData(typeof(PlayerInfo), "Player1") as PlayerInfo;//游戏逻辑p.age = 18;p.name = "姓名";p.height = 183;p.sex = true;p.itemList.Add(new ItemInfo(1,99));p.itemList.Add(new ItemInfo(2,22));p.itemDic.Add(3, new ItemInfo(3, 33));p.itemDic.Add(4, new ItemInfo(4, 44));//游戏数据存储PlayerPrefsDataMgr.Instance.SaveData(p, "player1");}
}

PlayerPrefsDataMgr

using System;
using System.Collections;
using System.Reflection;
using UnityEngine;
/// <summary>
/// PlayerPrefs数据管理类,同一管理数据的存储和读取
/// </summary>
public class PlayerPrefsDataMgr
{private static PlayerPrefsDataMgr instance = new PlayerPrefsDataMgr();public static PlayerPrefsDataMgr Instance{get { return instance; }}private PlayerPrefsDataMgr() { }/// <summary>/// 存储数据/// </summary>/// <param name="data">数据对象</param>/// <param name="keyName">数据对象的唯一key,自己控制</param>public void SaveData(object data, string keyName){//通过Type得到传入数据对象的所有字段,结合PlayerPrefs来存储//1、获取传入数据对象的所有字段Type dataType = data.GetType();//得到所有字段FieldInfo[] infos = dataType.GetFields();//2、自己定义一个key的规则,进行数据存储//keyName_数据类型_字段类型_字段名//3、遍历字段,进行数据存储string saveKeyNmae = "";FieldInfo info;for (int i = 0; i < infos.Length; i++){//对每一个字段,进行数据存储//得到具体的字段信息info = infos[i];//通过FieldInfo可以直接获取到字段的类型和字段的名字//    字段的类型 info.FieldType.Name//    字段的名字 info.Name//根据key生成key//    Player1_PlayerInfo_Int32_agesaveKeyNmae = keyName + "_" + dataType.Name + "_" + info.FieldType.Name + "_" + info.Name;//获取值//info.GetValue(data)SaveData(info.GetValue(data), saveKeyNmae);}PlayerPrefs.Save();}/// <summary>/// /// </summary>/// <param name="value">类型</param>/// <param name="keyName">存储的key名称</param>private void SaveValue(object value, string keyName){Type fieldType = value.GetType();if (fieldType == typeof(int)){Debug.Log("存储int" + keyName);PlayerPrefs.SetInt(keyName, (int)value);}else if (fieldType == typeof(float)){Debug.Log("存储float" + keyName);PlayerPrefs.SetFloat(keyName, (float)value);}else if (fieldType == typeof(string)){Debug.Log("存储string" + keyName);PlayerPrefs.SetString(keyName, value.ToString());}else if (fieldType == typeof(bool)){Debug.Log("存储bool" + keyName);PlayerPrefs.SetInt(keyName, (bool)value ? 1 : 0);}//通过IList判断这个类是否为Listelse if (typeof(IList).IsAssignableFrom(fieldType)){Debug.Log("存储List" + keyName);IList list = value as IList;//存储List数量PlayerPrefs.SetInt(keyName, list.Count);int index = 0;foreach (object obj in list){SaveValue(obj, keyName + index);index++;}}else if (typeof(IDictionary).IsAssignableFrom(fieldType)){Debug.Log("存储Dictionary" + keyName);IDictionary dic = value as IDictionary;//存储字典长度PlayerPrefs.SetInt(keyName,dic.Count);//遍历存储Dic里面的具体值int index = 0;foreach (object key in dic.Keys){SaveValue(key, keyName + "_key_" + index);SaveValue(dic[key], keyName + "_value_" + index);index++;}}else{SaveData(value, keyName);}}/// <summary>/// 读取数据/// </summary>/// <param name="type">想要读取数据的数据类型</param>/// <param name="keyName">数据对象的唯一key</param>/// <returns></returns>public object LoadData(Type type, string keyName){//只需要传入一个Type,typeof(Player),就可以在内部动态创建一个对象返回出来//根据传入的类型和keyName,依据存储数据时key的拼接规则来进行数据的获取赋值,然后返回出去//根据传入的Type创建一个对象,用于存储数据object data = Activator.CreateInstance(type);//要在这个new出来的对象中存储数据FieldInfo[] infos = type.GetFields();//用于拼接key的字符串string loadKeyName = "";//用于存储单个字段信息的对象FieldInfo info;for (int i = 0; i < infos.Length; i++){info = infos[i];loadKeyName = keyName + "_" + type.Name + "_" + info.FieldType.Name + "_" + info.Name;//填充数据到data中info.SetValue(data, LoadValue(info.FieldType, loadKeyName));}return data;}/// <summary>/// 得到单个数据的方法/// </summary>/// <param name="fieldType">字段类型,用于判断API的读取</param>/// <param name="keyName">唯一key,获取Value</param>/// <returns></returns>private object LoadValue(Type fieldType,string keyName){//根据字段类型if (fieldType == typeof(int)){return PlayerPrefs.GetInt(keyName, 0);}else if (fieldType == typeof(float)){return PlayerPrefs.GetFloat(keyName, 0);}else if (fieldType == typeof(string)){return PlayerPrefs.GetString(keyName, "");}else if(fieldType == typeof(bool)){return PlayerPrefs.GetInt(keyName, 0) == 1 ? true : false;}else if (typeof(IList).IsAssignableFrom(fieldType)){//得到List长度int count = PlayerPrefs.GetInt(keyName, 0);//实例化一个List对象类进行赋值IList list = Activator.CreateInstance(fieldType) as IList;for (int i = 0; i < count; i++){//得到List中泛型的类型list.Add(LoadValue(fieldType.GetGenericArguments()[0], keyName + i));}return list;}else if (typeof(IDictionary).IsAssignableFrom(fieldType)){//得到字典dictionary的长度int count = PlayerPrefs.GetInt(keyName, 0);//实例化字典对象IDictionary dic = Activator.CreateInstance(fieldType) as IDictionary;Type[] kvType = fieldType.GetGenericArguments();for (int i = 0; i < count; i++){dic.Add(LoadValue(kvType[0], keyName + "_key_" + i), LoadValue(kvType[1], keyName + "_value_" + i));}return dic;}else{return LoadData(fieldType, keyName);}}
}

4、加密思路

//为int数据加密
int rValue = (int)value;
rValue += 10;
PlayerPrefs.SetInt(keyName, rValue);
//解密
return PlayerPrefs.GetInt(keyName, 0) - 10;

5、生成资源包

Export Package

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