每当通过播放器脚本保存或加载时,两侧的库存总是空白,我无法确定问题所在。库存使用Unity中间库存教程中使用的相同系统,该工作正常,但加载时库存始终为空白。
播放器
public void Save(){
Debug.Log ("Saving data (player / inventory)");
SaveLoadManager.SavePlayer (this); //works fine
SaveLoadInventory.SaveInventory (inv); //where the issue is
}
public void Load(){
Debug.Log ("Loading data (player / inventory)");
float[] loadedStats = SaveLoadManager.LoadPlayer (); //works fine
Item[] loadedItems = SaveLoadInventory.LoadInventory (); //comes up empty
inv.items = loadedItems; //try to set the referenced Inventory script array of items equal to the loaded items
//loadedStats[...] are set to player values and all works good
}
广告
public class Inventory : MonoBehaviour {
public Image[] itemImages = new Image[numItemSlots];
public Text[] itemAmountsText = new Text[numItemSlots];
public int[] itemAmounts = new int[numItemSlots];
public Item[] items = new Item[numItemSlots];
public const int numItemSlots = 40;
public void AddItem(Item itemToAdd){
for (int i = 0; i < items.Length; i++) {
if(items [i] == itemToAdd){
if (itemAmounts [i] <= 99) {
itemAmounts [i]++;
} else {
items [i] = itemToAdd;
itemImages [i].sprite = itemToAdd.itemImage;
itemImages [i].enabled = true;
}
itemAmountsText [i].text = itemAmounts [i] + "";
return;
} else if (items [i] == null) {
itemAmounts [i]++;
itemAmountsText [i].text = itemAmounts [i] + "";
items [i] = itemToAdd;
itemImages [i].sprite = itemToAdd.itemImage;
itemImages [i].enabled = true;
return;
}
}
}
public void RemoveItem(Item itemToRemove){
for (int i = 0; i < items.Length; i++) {
if (items [i] == itemToRemove) {
items [i] = null;
itemImages [i].sprite = null;
itemImages [i].enabled = false;
return;
}
}
}
public void ClearAllItems(){
for (int i = 0; i < items.Length; i++) {
items [i] = null;
itemImages [i].sprite = null;
itemImages [i].enabled = false;
return;
}
}
[Serializable]
public class InventoryData {
public Image[] itemImages = new Image[numItemSlots];
public Text[] itemAmountsText = new Text[numItemSlots];
public int[] itemAmounts = new int[numItemSlots];
public Item[] items;
public InventoryData(Inventory inv){
items = new Item[numItemSlots];
for (int i = 0; i < items.Length; i++) {
inv.items[i] = items[i];
inv.itemAmounts[i] = itemAmounts[i];
inv.itemAmountsText[i] = itemAmountsText[i];
inv.itemImages[i] = itemImages[i];
}
}
}
}
SaveLoadInventory
public static class SaveLoadInventory {
public static void SaveInventory(Inventory inv){
BinaryFormatter bf = new BinaryFormatter();
var createdir = Directory.CreateDirectory(Application.persistentDataPath + "/saves");
String dir = Application.persistentDataPath + "/saves";
Inventory.InventoryData data = new Inventory.InventoryData (inv);
DirectoryInfo dir_i = new DirectoryInfo(dir);
FileInfo[] info = dir_i.GetFiles("*.inv");
foreach (FileInfo f in info) {
Debug.Log (f);
}
FileStream stream = new FileStream (dir + "/player" + (info.Length + 1) + ".inv", FileMode.Create);
bf.Serialize (stream, data);
stream.Close ();
}
public static Item[] LoadInventory(){
String dir = Application.persistentDataPath + "/saves";
DirectoryInfo dir_i = new DirectoryInfo(dir);
FileInfo[] info = dir_i.GetFiles("*.inv");
foreach (FileInfo f in info) {
Debug.Log (f);
}
if (info.Length >= 1) {
BinaryFormatter bf = new BinaryFormatter ();
var createdir = Directory.CreateDirectory(Application.persistentDataPath + "/saves");
FileStream stream = new FileStream (dir + "/player" + (info.Length) + ".inv", FileMode.Open);
Inventory.InventoryData data = bf.Deserialize (stream) as Inventory.InventoryData;
stream.Close ();
return data.items;
} else {
return null;
}
}
老实说,我会尝试一些调试组合并自己解决这个问题,但这一切看起来都太复杂了,无法解决这个问题,并且担心它不会起作用。如果您有任何帮助或建议,将不胜感激。
答案 0 :(得分:2)
但加载时库存始终为空白。
第一个问题是要在InventoryData
类中序列化的变量类型。您无法直接对Image
和Text
组件进行序列化,因为它们是UnityEngine.Object
类型。对于Image
组件,请保存Image
组件正在使用的Sprite的路径。对于Text
组件,保存包含文本本身的.text
属性的值。
如果要序列化Image
或Text
组件的多个属性,最好创建一个新的可序列化的类/包装器,它将保存您要序列化的重要数据Image
组件和Text
组件的另一个组件。
例如,假设您要序列化有关Text
组件的信息,例如字体大小,实际文本和颜色,这是一个示例简单的包装器:
[Serializable]
public class TextWrapper
{
public int fontSize;
public string text;
public Color color;
public TextWrapper(Text text)
{
//Get Text Info
fontSize = text.fontSize;
this.text = text.text;
color = text.color;
}
}
要序列化的Text
组件:
public Text myText;
您可以从TextWrapper
组件创建Text
的新实例以进行序列化:
TextWrapper textWrapper = new TextWrapper(myText);
现在,您可以使用问题中的BinaryFormatter
对其进行序列化。您可以将TextWrapper
类放在InventoryData
类中,也应该序列化。
请注意,TextWrapper
必须放在自己的 .cs 文件中,否则BinaryFormatter
可以提交序列化/反序列化文件。如果你仍然有问题..使用Json。有关详细信息,请参阅this帖子。