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  • 最好用的数据存储Easy Save2讲解

    转载:http://www.manew.com/thread-100109-1-1.html
     
    今天抽时间学习了“Easy Save2”插件,版本v2.6.3  我个人觉得这个插件是做数据存取最好的插件~~可以取代PlayerPrefs。
    它不仅可以直接存取PlayerPrefs支持的int、float、string、bool
    还包括下图中所有类型
    如果不指定位置,数据会存储在Application.persistentDataPath里
    你也可以指定它的存储位置 类似下面这样
    [C#] 纯文本查看 复制代码
     
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    ES2.Save(data, "C:/Users/User/myFile.txt");    // 这里myFile.txt只存储data
    ES2.Save(transform.position, "C:/Users/User/myFile.txt?tag=myPosition");   // 在myFile.txt文件里插入key:myPosition对应value:transform.position
    transform.position = ES2.Load<Vector3>("C:/Users/User/myFile.txt?tag=myPosition");  //从myFile.txt文件里读取key:myPosition的value
    也可以存储到web
    [C#] 纯文本查看 复制代码
     
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    public IEnumerator UploadMesh(Mesh mesh, string tag)
    {
        // Create a URL and add parameters to the end of it.
        string myURL = "http://www.server.com/ES2.php";
        myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";
     
        // Create our ES2Web object.
        ES2Web web = new ES2Web(myURL + "&tag=" + tag);
     
        // Start uploading our data and wait for it to finish.
        yield return StartCoroutine(web.Upload(mesh));
     
        if (web.isError)
        {
            // Enter your own code to handle errors here.
            Debug.LogError(web.errorCode + ":" + web.error);
        }
    }
     
    public IEnumerator DownloadMesh(string tag)
    {
        // Create a URL and add parameters to the end of it.
        string myURL = "http://www.server.com/ES2.php";
        myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";
     
        // Create our ES2Web object.
        ES2Web web = new ES2Web(myURL + "&tag=" + tag);
     
        // Start downloading our data and wait for it to finish.
        yield return StartCoroutine(web.Download());
     
        if (web.isError)
        {
            // Enter your own code to handle errors here.
            Debug.LogError(web.errorCode + ":" + web.error);
        }
        else
        {
            // We could save our data to a local file and load from that.
            web.SaveToFile("myFile.txt");
     
            // Or we could just load directly from the ES2Web object.
            this.GetComponent<MeshFilter>().mesh = web.Load<Mesh>(tag);
        }
    }
    而且在存储和读取基本都是一条命令搞定,很方便。当然数据都是经过加密存储的
    需要注意的是在存储Texture时,需要把图片类型改成“Advanced”,并勾选“Read/Write Enabled”
    下面给大家分享下我测试的几个类型
    [C#] 纯文本查看 复制代码
     
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    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine.UI;
      
      
    public class SaveTest : MonoBehaviour {
      
        public Image image;
      
        public void Save()
        {
            ES2.Save(123, "IntData");
      
            ES2.Save(1.23f, "FloatData");
      
            ES2.Save(true, "BoolData");
      
            ES2.Save("abc", "StringData");
      
            ES2.Save(new Vector3(10, 20, 30), "Vector3Data");
      
            // 存储transform
            GameObject go = new GameObject();
            go.transform.localPosition = new Vector3(10, 20, 30);
            go.transform.localScale = new Vector3(3, 3, 3);
            ES2.Save(go.transform, "TransformData");
      
            // 存储数组
            int[] intArray = new int[3] { 3, 2, 1 };
            ES2.Save(intArray, "IntArrayData");
      
            // 存储集合
            List<string> stringList = new List<string>();
            stringList.Add("stringlist1");
            stringList.Add("stringlist2");
            stringList.Add("stringlist3");
            ES2.Save(stringList, "StringListData");
      
            // 存储字典
            Dictionary<int, string> stringDict = new Dictionary<int, string>();
            stringDict.Add(1, "a");
            stringDict.Add(2, "b");
            ES2.Save(stringDict, "StringDictData");
      
            // 存储栈
            Stack<string> stringStack = new Stack<string>();
            stringStack.Push("aaa");
            stringStack.Push("bbb");
            ES2.Save(stringStack, "StringStackData");
      
            ES2.SaveImage(image.sprite.texture, "MyImage.png");
        }
      
        public void Load()
        {
            int loadInt = ES2.Load<int>("IntData");
            Debug.Log("读取的int:" + loadInt);
      
            float loadFloat = ES2.Load<float>("FloatData");
            Debug.Log("读取的float:" + loadFloat);
      
            bool loadBool = ES2.Load<bool>("BoolData");
            Debug.Log("读取的bool:" + loadBool);
      
            string loadString = ES2.Load<string>("StringData");
            Debug.Log("读取的string:" + loadString);
      
            Vector3 loadVector3 = ES2.Load<Vector3>("Vector3Data");
            Debug.Log("读取的vector3:" + loadVector3);
      
            Transform loadTransform = ES2.Load<Transform>("TransformData");
            Debug.Log("读取的transform: 坐标" + loadTransform.localPosition + " 缩放" + loadTransform.localScale);
      
            // 读取数组格式存储
            int[] loadIntArray = ES2.LoadArray<int>("IntArrayData");
            foreach (int i in loadIntArray)
            {
                Debug.Log("读取的数组:" + i);
            }
      
            // 读取集合格式存储
            List<string> loadStringList = ES2.LoadList<string>("StringListData");
            foreach (string s in loadStringList)
            {
                Debug.Log("读取的集合数据:" + s);
            }
      
            // 读取字典格式存储
            Dictionary<int, string> loadStringDict = ES2.LoadDictionary<int, string>("StringDictData");
            foreach (var item in loadStringDict)
            {
                Debug.Log("读取的字典数据: key" + item.Key + " value" + item.Value);
            }
      
            Stack<string> loadStringStack = ES2.LoadStack<string>("StringStackData");
            foreach (string ss in loadStringStack)
            {
                Debug.Log("读取的栈内数据:" + ss);
            }
      
            Texture2D tex = ES2.LoadImage("MyImage.png");
            Sprite temp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0, 0));
            image.sprite = temp;
      
            // 判断是否有该存储key
            Debug.Log(ES2.Exists("IntData"));
      
            // 删除存储key
            ES2.Delete("IntData");
        }
      
      
    }

     

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  • 原文地址:https://www.cnblogs.com/sanyejun/p/7682117.html
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