Unity之PlayerPrefs
反射结合PlayerPrefs制作通用存储工具的手法
代码如下(示例):
/// <summary>
/// 数据管理类
/// </summary>
public class PlayerPrefsDataMgr
{
//创建单例模式
private static PlayerPrefsDataMgr instance = new PlayerPrefsDataMgr();
public static PlayerPrefsDataMgr Instance
{
get
{
return instance;
}
}
private PlayerPrefsDataMgr()
{
}
/// <summary>
/// 存储数据
/// </summary>
/// <param name="data">数据对象</param>
/// <param name="KeyName">数据对象的唯一Key 自己控制</param>
public void SaveData(object data, string KeyName)
{
Type type = data.GetType();
//获取数据对象的字段
FieldInfo[] fieldInfos = type.GetFields();
for (int i = 0; i < fieldInfos.Length; i++)
{
//自定义命名规范规则 保证数据不重名 KeyName_类型名_变量名
SaveValue(fieldInfos[i].GetValue(data),
KeyName + '_' + fieldInfos[i].FieldType.Name + '_' +
fieldInfos[i].Name);
}
//调用此方法马上存储数据到硬盘 防止崩溃
PlayerPrefs.Save();
}
private void SaveValue(object value ,string keyName)
{
Type type = value.GetType();
Type[] type1 = type.GetGenericArguments();
if (type == typeof(int))
PlayerPrefs.SetInt(keyName, (int)value);
else if (type == typeof(string))
PlayerPrefs.SetString(keyName, value.ToString());
else if (type == typeof(float))
PlayerPrefs.SetFloat(keyName, (float)value);
else if (type == typeof(bool))
PlayerPrefs.SetInt(keyName, (bool)value ? 1 : 0);
//判断类是不是IList子类
else if (typeof(IList).IsAssignableFrom(type))
{
IList list = (IList)value;
PlayerPrefs.SetInt(keyName, list.Count);
int index = 0;
foreach (object item in list)
{
SaveValue(item, keyName + index);
index++;
}
}
//判断类是不是IDictionary子类
else if (typeof(IDictionary).IsAssignableFrom(type))
{
IDictionary dictionary = value as IDictionary;
PlayerPrefs.SetInt(keyName, dictionary.Count);
int index = 0;
foreach (var item in dictionary.Keys)
{
SaveValue(item, keyName + "_key_" + index);
SaveValue(dictionary[item], keyName + "_key_value_" + index);
index++;
}
}
else
SaveData(value, keyName);
}
/// <summary>
/// 读取数据
/// </summary>
/// <param name="type"></param>
/// <param name="KeyName"></param>
/// <returns></returns>
public object LoadData(Type type, string KeyName)
{
object o = Activator.CreateInstance(type);
//获取数据对象的字段
FieldInfo[] fieldInfos = o.GetType().GetFields();
for (int i = 0; i < fieldInfos.Length; i++)
{
fieldInfos[i].SetValue(o, LoadValue(fieldInfos[i].FieldType, KeyName + '_' + fieldInfos[i].FieldType.Name + '_' +
fieldInfos[i].Name));
}
return o;
}
private object LoadValue(Type type, string keyName)
{
if (type == typeof(int))
return PlayerPrefs.GetInt(keyName);
else if (type == typeof(string))
return PlayerPrefs.GetString(keyName);
else if (type == typeof(float))
return PlayerPrefs.GetFloat(keyName);
else if (type == typeof(bool))
return PlayerPrefs.GetInt(keyName,0) == 1 ? true : false;
else if (typeof(IList).IsAssignableFrom(type))
{
IList list = (IList)Activator.CreateInstance(type);
int num = PlayerPrefs.GetInt(keyName, 0);
for (int i = 0; i < num; i++)
{
list.Add(LoadValue(type.GetGenericArguments()[0], keyName + i));
}
return list;
}
else if (typeof(IDictionary).IsAssignableFrom(type))
{
IDictionary dictionary = (IDictionary)Activator.CreateInstance(type);
int num = PlayerPrefs.GetInt(keyName);
for (int i = 0; i < num; i++)
{
dictionary.Add(LoadValue(type.GetGenericArguments()[0], keyName + "_key_" + i),
LoadValue(type.GetGenericArguments()[1], keyName + "_key_value_" + i));
}
return dictionary;
}
else
return LoadData(type, keyName);
}
}
加密
单机游戏加密解密是结合使用的 一般是对数据设置复杂规律来加密
https://www.cnblogs.com/sunxuchu/p/5484018.html

2779

被折叠的 条评论
为什么被折叠?



