我最近刚开始使用Unity。目前,我在数据持久性方面遇到困难。虽然我可以创建一个文件,但它不包含序列化变量。我已经阅读并看过各种教程。不幸的是,我仍然没有取得成功。如果有人能帮助我,我将非常感激。
这是我的 SaveLoad.cs 我可以使用而无需编辑太多:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public static class SaveLoad {
public static List<Game> savedGames = new List<Game>();
public static void Save() {
savedGames.Add(Game.current);
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create (Application.persistentDataPath + "/savedGames.gd");
bf.Serialize(file, SaveLoad.savedGames);
file.Close();
}
public static void Load() {
if(File.Exists(Application.persistentDataPath + "/savedGames.gd")) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/savedGames.gd", FileMode.Open);
SaveLoad.savedGames = (List<Game>)bf.Deserialize(file);
file.Close();
}
}
}
这是我的 game.cs 以及我试图保存的(我希望)序列化变量:
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Game {
public static Game current;
public Click CurrentEuros { get; set; }
public Game () {
//CurrentEuros = 1;
CurrentEuros = new Click();
}
}
结果总是在savedGames.gd“Game”的最后一行。
答案 0 :(得分:0)
实现ISerializable接口:
using System;
using System.IO;
using System.Runtime.Serialization;
[Serializable]
public class PlayerProfile : ISerializable
{
private string _profileName;
private string _saveGameFolder;
public PlayerProfile()
{
}
public PlayerProfile(SerializationInfo info, StreamingContext context)
{
_profileName = (string)info.GetValue( "ProfileName", typeof( string ) );
_saveGameFolder = (string)info.GetValue( "SaveGameFolder", typeof( string ) );
}
public virtual void GetObjectData(SerializationInfo info, StreamingContext context)
{
info.AddValue( "ProfileName", _profileName, typeof( string ) );
info.AddValue( "SaveGameFolder", _saveGameFolder, typeof( string ) );
}
}
像这样使用它:
using UnityEngine;
using System;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization.Formatters.Soap;
using System.Runtime.Serialization;
PlayerProfile _playerProfile;
public void SaveProfile()
{
//IFormatter formatter = new BinaryFormatter();
IFormatter formatter = new SoapFormatter();
string fileName = "my.profile";
FileStream stream = new FileStream( fileName, FileMode.Create );
formatter.Serialize( stream, _playerProfile );
stream.Close();
}
public bool LoadProfile()
{
//IFormatter formatter = new BinaryFormatter();
IFormatter formatter = new SoapFormatter();
string fileName = "my.profile";
if( !File.Exists( fileName ) )
return false;
FileStream stream = new FileStream( fileName, FileMode.Open );
_playerProfile = formatter.Deserialize( stream ) as PlayerProfile;
stream.Close();
return true;
}
这是经过测试并且100%正常工作
您可以将BinaryFormatter或SoapFormatter与此代码一起使用 - 您喜欢