【发布时间】:2016-03-20 05:48:39
【问题描述】:
我想在启动游戏后将我的游戏数据保存到文件中,然后在再次关闭/启动游戏后我想从该文件加载数据。我尝试使用this 解决方案,但是当我开始然后停止模拟时,我看不到文件indicatorsInfo.dat,但Debug.Log() 说它存在。反正它不加载数据,怎么回事?
using UnityEngine;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class GAMEMANAGERFileIO : MonoBehaviour
{
void OnEnable()
{
LoadFromFile();
SaveToFile();
}
void OnDisable()
{
SaveToFile();
}
public void SaveToFile()
{
GameObject gameManagerObject = GameObject.FindGameObjectWithTag("GAMEMANAGER");
GAMEMANAGER gameManager = gameManagerObject.GetComponent<GAMEMANAGER>();
BinaryFormatter binaryFormatter = new BinaryFormatter();
FileStream fileStream = File.Create(Application.persistentDataPath + "/indicatorsInfo.dat"); // open file
IndicatorsInfo indicatorsInfo = new IndicatorsInfo();
// Initialise data of the class IndicatorsInfo
//...
// save data to the file. Serialize([to where we want to save], [what we want to save])
binaryFormatter.Serialize(fileStream, indicatorsInfo);
========== EDIT 1 ======================================================
File.WriteAllText("C:/Users/dima/Desktop/exampleSaveData.txt",
indicatorsInfo.walkSpeedTemfFile.ToString() + ", " +
indicatorsInfo.runSpeedTemfFile + ", " +
indicatorsInfo.jumpForceTemfFile + ", " +
indicatorsInfo.enduranceTemfFile);
========================================================================
fileStream.Close();
Debug.Log("saved"); // this works
}
public void LoadFromFile()
{
// check if file exisits before we will try to open it
if(File.Exists(Application.persistentDataPath + "/indicatorsInfo.dat"))
{
GameObject gameManagerObject = GameObject.FindGameObjectWithTag("GAMEMANAGER");
GAMEMANAGER gameManager = gameManagerObject.GetComponent<GAMEMANAGER>();
BinaryFormatter binaryFormatter = new BinaryFormatter();
FileStream fileStream = File.Open(Application.persistentDataPath + "/indicatorsInfo.dat", FileMode.Open); // open file
IndicatorsInfo indicatorsInfo = (IndicatorsInfo)binaryFormatter.Deserialize(fileStream); // read from file
fileStream.Close(); // close file
// Initialise local data with values from the class IndicatorsInfo
//...
========== EDIT 1 ======================================================
File.ReadAllText("C:/Users/dima/Desktop/exampleSaveData.txt");
========================================================================
}
}
}
// clear class with data, which we will store to file
[Serializable]
class IndicatorsInfo
{
//...
}
编辑 1
我添加了File.WriteAllText() 和File.ReadAllText()。但我有两个问题:
- 我需要自己创建txt文件才能保存到它;
- 我可以将数据保存到文件(4 个变量的值),但我无法加载它。
【问题讨论】:
标签: c# file unity3d fileinputstream fileoutputstream