首先,我们要从unity的安装路径中复制mono.data.sqlite.dll和sqlite3.dll两个动态链接库到untiy的plugins目录下,如下图所示:

unity3d sqlite数据库的读写方法-LMLPHP

使用navicat for sqlite创建一个sqlite数据库文件,放到Resources文件夹目录中,如下图所示:

unity3d sqlite数据库的读写方法-LMLPHP

新建一个DbAccess脚步,添加以下脚步:

using UnityEngine;

using System;

using System.Collections;

using Mono.Data.Sqlite;

using System.IO;

public class DbAccess  {

private SqliteConnection dbConnection;//sql连接

private SqliteCommand dbCommand=null;//sql命令

private SqliteDataReader dbReader;//sql读取器

public DbAccess(string connectionString)

{

string appDBPath = "";

if(Application.platform == RuntimePlatform.WindowsEditor)//如果是windows编辑器中

{

appDBPath = Application.dataPath+"//"+connectionString;

}

else if(Application.platform == RuntimePlatform.Android)--如果是安卓平台

{

appDBPath = Application.persistentDataPath +"/" + connectionString;

if (!File.Exists(appDBPath))

{

WWW loader = new WWW("jar:file://" + Application.dataPath + "/" + connectionString);//把数据库复制到安卓可写路径中,注:sqlite不能在安装包中读取数据

File.WriteAllBytes(appDBPath,loader.bytes);

}

}

OpenDB("Data Source="+appDBPath);

}

private void OpenDB(string connectionString)

{

try

{

dbConnection = new SqliteConnection(connectionString);

dbConnection.Open();

Debug.Log("connect to db");

}

catch (System.Exception ex)

{

Debug.Log(ex.Message);

}

}

public void CloseSqlConnection()//关闭数据库连接

{

if (dbCommand!=null)

dbCommand.Dispose();

dbCommand = null;

if (dbReader!=null)

dbReader.Dispose();

dbReader = null;

if (dbConnection!=null)

dbConnection.Close();

dbConnection = null;

}

public SqliteDataReader ExecuteQuery(string sqlQuery)//执行查询

{

dbCommand = dbConnection.CreateCommand();

dbCommand.CommandText = sqlQuery;

dbReader = dbCommand.ExecuteReader();

return dbReader;

}

public SqliteDataReader ReadFullTable(string tableName)//读取整个表

{

string query = "SELECT * FROM " + tableName+";";

return ExecuteQuery(query);

}

public SqliteDataReader InsertInto(string tableName,string[] values)//在表中插入数据

{

string query = "INSERT INTO " + tableName + " VALUES('" + values[0];

for (int i = 1; i < values.Length;i++ )

{

query += "','" + values[i];

}

query += "')";

return ExecuteQuery(query);

}

public SqliteDataReader UpdateInto(string tableName,string[] cols,string colsValues,string selectKey,string selectValue)//替换表中数据

{

string query = "UPDATE " + tableName + " SET " + cols[0] + " = " + colsValues[0];

for (int i = 1; i < colsValues.Length; ++i)

{

query += ", " + cols[i] + " =" + colsValues[i];

}

query += " WHERE " + selectKey + " = " + selectValue + " ";

return ExecuteQuery(query);

}

public SqliteDataReader Delete(string tableName, string[] cols, string[] colsvalues)//删除表中数据

{

string query = "DELETE FROM " + tableName + " WHERE " + cols[0] + " = " + colsvalues[0];

for (int i = 1; i < colsvalues.Length; ++i)

{

query += " or " + cols[i] + " = " + colsvalues[i];

}

return ExecuteQuery(query);

}

public SqliteDataReader InsertIntoSpecific (string tableName, string[] cols, string[] values)//插入特定值

{

if (cols.Length != values.Length) {

throw new SqliteException ("columns.Length != values.Length");

}

string query = "INSERT INTO " + tableName + "(" + cols[0];

for (int i = 1; i < cols.Length; ++i) {

query += ", " + cols[i];

}

query += ") VALUES (" + values[0];

for (int i = 1; i < values.Length; ++i) {

query += ", " + values[i];

}

query += ")";

return ExecuteQuery (query);

}

public SqliteDataReader DeleteContents (string tableName)//删除表

{

string query = "DELETE FROM " + tableName;

return ExecuteQuery (query);

}

public SqliteDataReader CreateTable (string name, string[] col, string[] colType)//创建表

{

if (col.Length != colType.Length) {

throw new SqliteException ("columns.Length != colType.Length");

}

string query = "CREATE TABLE " + name + " (" + col[0] + " " + colType[0];

for (int i = 1; i < col.Length; ++i) {

query += ", " + col[i] + " " + colType[i];

}

query += ")";

return ExecuteQuery (query);

}

public SqliteDataReader SelectWhere (string tableName, string[] items, string[] col, string[] operation, string[] values)//集成所有操作后执行

{

if (col.Length != operation.Length || operation.Length != values.Length) {

throw new SqliteException ("col.Length != operation.Length != values.Length");

}

string query = "SELECT " + items[0];

for (int i = 1; i < items.Length; ++i) {

query += ", " + items[i];

}

query += " FROM " + tableName + " WHERE " + col[0] + operation[0] + "'" + values[0] + "' ";

for (int i = 1; i < col.Length; ++i) {

query += " AND " + col[i] + operation[i] + "'" + values[0] + "' ";

}

return ExecuteQuery (query);

}

}

使用事例:

数据库的Dialog表中有一下数据:

unity3d sqlite数据库的读写方法-LMLPHP

DbAccess db = new DbAccess("/Resources/DazzleParkour.sqlite");

using (SqliteDataReader reader = db.SelectWhere("Dialog", new string[] { "id,Name,FileName,Scale" }, new string[] { "Scale" }, new string[] { "=" }, new string[] { "1" }))//读取出Scale等于1的数据

{

while (reader.Read())// 循环遍历数据

{

int name = reader.GetInt32(reader.GetOrdinal("id"));

Debug.Log(name);

}

reader.Close();

db.CloseSqlConnection();

}

最后打印的数据如下

unity3d sqlite数据库的读写方法-LMLPHP

在打包时,注意要把playersetting里的api解析等级改为.Net 2.0

unity3d sqlite数据库的读写方法-LMLPHP

05-21 16:06