详细可参考此篇博文:

Unity序列化之XML,JSON--------合成与解析

简单例子(SiKi学院教程):

 using System.Collections;
using System.Collections.Generic;
using UnityEngine; [System.Serializable]
public class Save{ //怪物位置和类型
public List<int> livingTargetPositions = new List<int>();
public List<int> livingMonsterTypes = new List<int>(); //射击数和分数
public int shootNum = ;
public int score = ;
}

Save类--所要存储的数据

 //创建Save对象并存储当前游戏状态信息
private Save CreateSaveGO()
{
//新建Save对象
Save save = new Save();
//遍历所有的target
//如果其中有处于激活状态的怪物,就把该target的位置信息和激活状态的怪物的类型添加到List中
foreach (GameObject targetGO in targetGOs)
{
TargetManager targetManager = targetGO.GetComponent<TargetManager>();
if (targetManager.activeMonster != null)
{
save.livingTargetPositions.Add(targetManager.targetPosition);
int type = targetManager.activeMonster.GetComponent<MonsterManager>().monsterType;
save.livingMonsterTypes.Add(type);
}
}
//把shootNum和score保存在Save对象中
save.shootNum = UIManager._instance.shootNum;
save.score = UIManager._instance.score;
//返回该Save对象
return save;
}

添加当前游戏信息

     //通过读档信息重置我们的游戏状态(分数、激活状态的怪物)
private void SetGame(Save save)
{
//先将所有的targrt里面的怪物清空,并重置所有的计时
foreach(GameObject targetGO in targetGOs)
{
targetGO.GetComponent<TargetManager>().UpdateMonsters();
}
//通过反序列化得到的Save对象中存储的信息,激活指定的怪物
for(int i = ; i < save.livingTargetPositions.Count; i++)
{
int position = save.livingTargetPositions[i];
int type = save.livingMonsterTypes[i];
targetGOs[position].GetComponent<TargetManager>().ActivateMonsterByType(type);
} //更新UI显示
UIManager._instance.shootNum = save.shootNum;
UIManager._instance.score = save.score;
//调整为未暂停状态
UnPause();
}

读档时设置信息

存读档三种方式:

  >二进制:

 //二进制方法:存档和读档
private void SaveByBin()
{
//序列化过程(将Save对象转换为字节流)
//创建Save对象并保存当前游戏状态
Save save = CreateSaveGO();
//创建一个二进制格式化程序
BinaryFormatter bf = new BinaryFormatter();
//创建一个文件流
FileStream fileStream = File.Create(Application.dataPath + "/StreamingFile" + "/byBin.txt");
//用二进制格式化程序的序列化方法来序列化Save对象,参数:创建的文件流和需要序列化的对象
bf.Serialize(fileStream, save);
//关闭流
fileStream.Close(); //如果文件存在,则显示保存成功
if (File.Exists(Application.dataPath + "/StreamingFile" + "/byBin.txt"))
{
UIManager._instance.ShowMessage("保存成功");
}
}

SaveByBinary

 private void LoadByBin()
{
if(File.Exists(Application.dataPath + "/StreamingFile" + "/byBin.txt"))
{
//反序列化过程
//创建一个二进制格式化程序
BinaryFormatter bf = new BinaryFormatter();
//打开一个文件流
FileStream fileStream = File.Open(Application.dataPath + "/StreamingFile" + "/byBin.txt", FileMode.Open);
//调用格式化程序的反序列化方法,将文件流转换为一个Save对象
Save save = (Save)bf.Deserialize(fileStream);
//关闭文件流
fileStream.Close(); SetGame(save);
UIManager._instance.ShowMessage(""); }
else
{
UIManager._instance.ShowMessage("存档文件不存在");
}
}

LoadByBinary

  >Json

  //JSON:存档和读档
private void SaveByJson()
{
Save save = CreateSaveGO();
string filePath = Application.dataPath + "/StreamingFile" + "/byJson.json";
//利用JsonMapper将save对象转换为Json格式的字符串
string saveJsonStr = JsonMapper.ToJson(save);
//将这个字符串写入到文件中
//创建一个StreamWriter,并将字符串写入文件中
StreamWriter sw = new StreamWriter(filePath);
sw.Write(saveJsonStr);
//关闭StreamWriter
sw.Close(); UIManager._instance.ShowMessage("保存成功");
}

SaveByJson

  private void LoadByJson()
{
string filePath = Application.dataPath + "/StreamingFile" + "/byJson.json";
if(File.Exists(filePath))
{
//创建一个StreamReader,用来读取流
StreamReader sr = new StreamReader(filePath);
//将读取到的流赋值给jsonStr
string jsonStr = sr.ReadToEnd();
//关闭
sr.Close(); //将字符串jsonStr转换为Save对象
Save save = JsonMapper.ToObject<Save>(jsonStr);
SetGame(save);
UIManager._instance.ShowMessage("");
}
else
{
UIManager._instance.ShowMessage("存档文件不存在");
}
}

LoadByJson

  >Xml

     //XML:存档和读档
private void SaveByXml()
{
Save save = CreateSaveGO();
//创建XML文件的存储路径
string filePath = Application.dataPath + "/StreamingFile" + "/byXML.txt";
//创建XML文档
XmlDocument xmlDoc = new XmlDocument();
//创建根节点,即最上层节点
XmlElement root = xmlDoc.CreateElement("save");
//设置根节点中的值
root.SetAttribute("name", "saveFile1"); //创建XmlElement
XmlElement target;
XmlElement targetPosition;
XmlElement monsterType; //遍历save中存储的数据,将数据转换成XML格式
for(int i = ; i < save.livingTargetPositions.Count; i++)
{
target = xmlDoc.CreateElement("target");
targetPosition = xmlDoc.CreateElement("targetPosition");
//设置InnerText值
targetPosition.InnerText = save.livingTargetPositions[i].ToString();
monsterType = xmlDoc.CreateElement("monsterType");
monsterType.InnerText = save.livingMonsterTypes[i].ToString(); //设置节点间的层级关系 root -- target -- (targetPosition, monsterType)
target.AppendChild(targetPosition);
target.AppendChild(monsterType);
root.AppendChild(target);
} //设置射击数和分数节点并设置层级关系 xmlDoc -- root --(target-- (targetPosition, monsterType), shootNum, score)
XmlElement shootNum = xmlDoc.CreateElement("shootNum");
shootNum.InnerText = save.shootNum.ToString();
root.AppendChild(shootNum); XmlElement score = xmlDoc.CreateElement("score");
score.InnerText = save.score.ToString();
root.AppendChild(score); xmlDoc.AppendChild(root);
xmlDoc.Save(filePath); if(File.Exists(Application.dataPath + "/StreamingFile" + "/byXML.txt"))
{
UIManager._instance.ShowMessage("保存成功");
}
}

SaveByXml

 private void LoadByXml()
{
string filePath = Application.dataPath + "/StreamingFile" + "/byXML.txt";
if(File.Exists(filePath))
{
Save save = new Save();
//加载XML文档
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.Load(filePath); //通过节点名称来获取元素,结果为XmlNodeList类型
XmlNodeList targets = xmlDoc.GetElementsByTagName("target");
//遍历所有的target节点,并获得子节点和子节点的InnerText
if(targets.Count != )
{
foreach(XmlNode target in targets)
{
XmlNode targetPosition = target.ChildNodes[];
int targetPositionIndex = int.Parse(targetPosition.InnerText);
//把得到的值存储到save中
save.livingTargetPositions.Add(targetPositionIndex); XmlNode monsterType = target.ChildNodes[];
int monsterTypeIndex = int.Parse(monsterType.InnerText);
save.livingMonsterTypes.Add(monsterTypeIndex);
}
} //得到存储的射击数和分数
XmlNodeList shootNum = xmlDoc.GetElementsByTagName("shootNum");
int shootNumCount = int.Parse(shootNum[].InnerText);
save.shootNum = shootNumCount; XmlNodeList score = xmlDoc.GetElementsByTagName("score");
int scoreCount = int.Parse(score[].InnerText);
save.score = scoreCount; SetGame(save);
UIManager._instance.ShowMessage(""); }
else
{
UIManager._instance.ShowMessage("存档文件不存在");
}
}

LoadByXml

在Json进行数据转换时报错:JsonException: Max allowed object depth reached while trying to export from type System.Single

是因为数据中有float类型

以下是Json支持的类型

Unity3D — —存读档【转载】-LMLPHP

转载自:https://blog.csdn.net/lihuozhiling0101/article/details/43152813

05-11 13:13