我花了最近两个小时试图学习如何序列化我的数据我需要一个代码,在“StatContainer”中序列化我的数据我试过这个:
还有更多,但我无法理解如何序列化我的数据
using UnityEngine;
using System.Collections;
public class Stats : MonoBehaviour
{
StatContainer stats = new StatContainer();
// Use this for initialization
void Start () {
InvokeRepeating ("AddCoins", 4.0f, 2.0f);
InvokeRepeating ("AddScore", 1.5f, 1.5f);
}
// Update is called once per frame
void Update () {
this.stats.Update();
}
void AddCoins (){
if (BunnyScript.BunnyAlive == true) {
StatContainer.coins += 1;
}
}
void AddScore (){
if (BunnyScript.BunnyAlive == true) {
StatContainer.score += 1;
}
}
}
[System.Serializable]
public class StatContainer
{
public static int coins = 0;
public static int totalcoins = 0;
public static int score = 0;
public static int personalbest = 0;
public static float UmbrellaSpeed = 0.1f;
public static float currentumbdur = 500;
public static int CarrotSpawnRateLVL = 1;
public static float CarrotSpawnRate = 60f;
public static int CarrotSpawnRateUpgradeCost = 15;
public static int UmbrellaDurabilityLVL = 1;
public static float UmbrellaDurability = 500;
public static int UmbrellaDurabilityUpgradeCost = 30;
public static int UmbrellaSizeLVL = 1;
public static float UmbrellaSize = 0f;
public static int UmbrellaSizeUpgradeCost = 25;
public static int CarrotEffectLVL = 1;
public static float CarrotEffect = 20;
public static int CarrotEffectUpgradeCost = 25;
public static int HealthRegenLVL = 1;
public static float HealthRegenTime = 4f;
public static int HealthRegenCost = 100;
public static int BuyTreesCost = 250;
public static int Tree1Bought = 0;
public static float Tree1Size = 0;
public static int Tree1SizeLVL = 1;
public static int Tree1SizeUpgradeCost = 50;
public static int Tree2Bought = 0;
public static float Tree2Size = 0;
public static int Tree2SizeLVL = 1;
public static int Tree2SizeUpgradeCost = 50;
public static int Tree3Bought = 0;
public static float Tree3Size =0;
public static int Tree3SizeLVL = 1;
public static int Tree3SizeUpgradeCost = 50;
// and the rest
public void Update(){
if (score > personalbest) {
personalbest = score;
}
}
}
这是我尝试序列化的方式
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<StatContainer> savedGames = new List<StatContainer>();
//it's static so we can call it from anywhere
public static void Save() {
SaveLoad.savedGames.Add(StatContainer.current);
BinaryFormatter bf = new BinaryFormatter();
//Application.persistentDataPath is a string, so if you wanted you can put that into debug.log if you want to know where save games are located
FileStream file = File.Create (Application.persistentDataPath + "/savedGames.gd"); //you can call it anything you want
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<StatContainer>)bf.Deserialize(file);
file.Close();
}
}
}
我在游戏开始时调用加载功能,并使用每2秒重复一次的保存
答案 0 :(得分:0)
首先删除 StatContainer 中的静态成员
要访问您的数据,请使用Load函数返回 StatContainer ,并在您的班级 Stats 中将 StatContainer 置于静态或创建singleton 统计。
其次我不知道你的目的,但也许你可以看看xml serialization而不是 BinaryFormat ,以获得一个人类可读的文件,这样你就可以轻松地改变数据。
在这种情况下,我会向您提示,看看下面的 Xml标签。
(当你发布游戏时,你可以加密你的xml)
[System.Serializable]
[XmlRoot(ElementName = "stats-of-something")]
public class StatContainer
{
[XmlAttribute(AttributeName = "coins")]
public int coins = 0;
[XmlElement(ElementName = "umbrella-speed")]
public float UmbrellaSpeed = 0.1f;
}
或
[System.Serializable]
[XmlRoot(ElementName = "stats-of-something")]
public class StatContainer
{
[XmlAttribute(AttributeName = "coins")]
private int _coins = 0;
[XmlElement(ElementName = "umbrella-speed")]
private float _umbrellaSpeed = 0.1f;
public int coins { get { return _coins; } set { _coins = value; } }
public float umbrellaSpeed { get { return _umbrellaSpeed ; } set { _umbrellaSpeed = value; } }
}