Unity类银河恶魔城学习记录(P142 Save system)

本章节制作了存档的保存与加载功能

教程:【Unity教程】从0编程制作类银河恶魔城游戏

源代码

GameData.cs

[System.Serializable]
public class GameData
{
    public int currency;

    public GameData()
    {
        this.currency = 0;
    }
}

ISaveManager.cs

public interface ISaveManager
{
    void LoadData(GameData _data);
    void SaveData(ref GameData _data);
}

SaveManager.cs

using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class SaveManager : MonoBehaviour
{
    public static SaveManager instance;     

    [SerializeField] private string fileName;

    private GameData gameData;
    private List<ISaveManager> saveManagers;
    private FileDataHandler dataHandler;


    private void Awake()
    {
        if (instance != null)
            Destroy(instance.gameObject);
        else
            instance = this;
    }

    private void Start()
    {
        dataHandler = new FileDataHandler(Application.persistentDataPath, fileName);
        saveManagers = FindAllSaveManagers();               //获取所有SaveManager

        LoadGame();
    }

    public void NewGame()
    {
        gameData = new GameData();
    }

    public void LoadGame()
    {
        //加载存档

        //从本地获取存档
        gameData = dataHandler.Load();      

        //新游戏创建新存档
        if (this.gameData == null)
        {
            Debug.Log("未找到游戏存档");
            NewGame();
        }

        //循环调用所有找到的接口的LoadData
        foreach (ISaveManager saveManager in saveManagers)
        {
            saveManager.LoadData(gameData);
        }
    }

    public void SaveGame()
    {
        //保存存档

        //循环调用所有找到的接口的SaveGame
        foreach (ISaveManager saveManager in saveManagers)
        {
            saveManager.SaveData(ref gameData);
        }

        //将存档保存到本地
        dataHandler.Save(gameData);
    }

    private void OnApplicationQuit()
    {
        SaveGame();
    }

    private List<ISaveManager> FindAllSaveManagers()
    {
        //获取游戏内所有SaveManager
        IEnumerable<ISaveManager> saveManagers = FindObjectsOfType<MonoBehaviour>(true).OfType<ISaveManager>();

        return new List<ISaveManager>(saveManagers);
    }
}

FileDataHandler.cs

using System;
using System.IO;
using UnityEngine;

public class FileDataHandler
{
    private string dataDirPath = "";
    private string dataFileName = "";

    public FileDataHandler(string _dataDirPath, string _dataFileName)
    {
        this.dataDirPath = _dataDirPath;
        this.dataFileName = _dataFileName;
    }

    public void Save(GameData _data)
    {
        //保存至本地

        //合成路径函数 将位置和文件合并成实际的可以读取的路径
        string fullPath = Path.Combine(dataDirPath, dataFileName);

        //用try防止其报错
        try
        {
            //通过路径创建出需要的文件,存在就不创建了
            Directory.CreateDirectory(Path.GetDirectoryName(fullPath));

            //将传过来的gameData转换成文本形式并且使其可读
            string dataToStore = JsonUtility.ToJson(_data, true);

            //两个using 第一个进入文件使其变为可编写模式
            using (FileStream stream = new FileStream(fullPath, FileMode.Create))
            {
                //第二个拿到文件对其进行编辑
                using (StreamWriter writer = new StreamWriter(stream))
                {
                    //写入函数
                    writer.Write(dataToStore);
                }
            }
        }
        catch (Exception ex)
        {
            Debug.LogError("保存存档时出错:" + fullPath + "\n" + ex);
        }
    }

    public GameData Load()
    {
        string fullPath = Path.Combine(dataDirPath, dataFileName);
        GameData loadData = null;

        if (File.Exists(fullPath))
        {
            try
            {
                string dataToLoad = "";

                using (FileStream stream = new FileStream(fullPath, FileMode.Open))
                {
                    using (StreamReader reader = new StreamReader(stream))
                    {
                        //写入函数
                        dataToLoad = reader.ReadToEnd();
                    }
                }

                //将Json文件转换为游戏所需要的格式
                loadData = JsonUtility.FromJson<GameData>(dataToLoad);
            }
            catch (Exception ex)
            {
                Debug.LogError("加载存档时出错:" + fullPath + "\n" + ex);
            }
        }

        return loadData;
    }
}

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