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Unity Easy Save简单实用
Easy Save使用:
1.保存游戏进度
2.设计游戏关卡(怪物数量,坐标,背景图等等)
Easy Save默认存储地址:
C:\Users\Administrator\AppData\LocalLow\DefaultCompany\项目名
Easy Save保存的格式:(不能直接保存自定义类)
http://moodkie.com/easysave/documentation/supported-types/ (保存的常见格式)
Unity路径:
Application.dataPath; //当前项目Asset路径
Application.streamingAssetsPath; //当前项目Asset路径\streamingAssets文件夹
Application.persistentDataPath; //持久化数据库路径
Application.temporaryCachePath; //临时缓存路径
简单保存:
using UnityEngine;using System.Collections;using System.Collections.Generic;public class EasySaveDemo1 : MonoBehaviour { public Student student; void OnGUI() { if (GUI.Button(new Rect(0, 0, 300, 120), "保存")) { Student student = new Student(); student.name = "盘子"; student.age = 18; student.height = 1.9f; student.marriage = false; List<Student> list = new List<Student>(); //ES2Settings set = new ES2Settings(Application.dataPath + "myFile3.text"); //set.encrypt = false; //set.encryptionPassword = "*"; string path = Application.dataPath + "/关卡.text"; //没有保存起是不会抛异常的 //多值保存到同一个文件 ES2.Save(student.name, path + "?tag=name"); ES2.Save(student.age, path + "?tag=age"); ES2.Save(student.height, path + "?tag=height"); ES2.Save(student.marriage, path + "?tag=marriage"); } if (GUI.Button(new Rect(300, 0, 300, 120), "读取")) { string path = Application.dataPath + "/关卡.text"; student = new Student(); student.name = ES2.Load<string>(path + "?tag=name"); student.height = ES2.Load<float>(path + "?tag=height"); student.age = ES2.Load<int>(path + "?tag=age"); student.marriage = ES2.Load<bool>(path + "?tag=marriage"); } if (this.student != null) { GUI.Label(new Rect(0, 120, 300, 120), "姓名:" + student.name); GUI.Label(new Rect(0, 150, 300, 120), "身高:" + student.height); GUI.Label(new Rect(0, 180, 300, 120), "年龄:" + student.age); GUI.Label(new Rect(0, 210, 300, 120), "婚姻:" + student.marriage); } } }public class Student { public string name; public int age; public float height; public bool marriage;}
Unity Easy Save简单实用
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