在Unity中使用JSON保存游戏

时间:2017-04-11 12:08:29

标签: c# json unity3d

我使用Unity的JSON序列化在Unity中创建了一个简单的Save Game系统。我的保存游戏非常简单,我只保存角色的位置并加载它。

保存游戏在游戏中运行良好。当我启动游戏并点击“保存”时保存游戏并使用我的玩家位置更新JSON文件。当我点击“加载”时游戏加载正常,我的播放器移动到之前保存的位置。

但是我的问题是每当我关闭游戏并重新启动它时,“加载”#39;函数只是将我的角色重置到我产生它的位置。它不会在上一场比赛中加载我之前保存位置的角色。

现在我的代码。我有一个Actor类来保存我演员的数据:

using UnityEngine;
using System.Collections;
using System;

public class Actor : MonoBehaviour
{

    public ActorData data = new ActorData(); // to store our data

    public void StoreData() // for storing our data
    {
        data.pos = transform.position;
    }

    public void LoadData() // for loadinjg our data
    {
        transform.position = data.pos;
    }

    public void ApplyData()
    {
        SaveData.AddActorData(data);
    }

    void OnEnable() // to enable the save/load to avoid hanging
    {
        SaveData.OnLoaded += LoadData;
        SaveData.OnBeforeSave += StoreData;
        SaveData.OnBeforeSave += ApplyData;
    }

    void OnDisable() // to disable the save/load to avoid hanging
    {
        SaveData.OnLoaded -= LoadData;
        SaveData.OnBeforeSave -= StoreData;
        SaveData.OnBeforeSave -= ApplyData;
    }
}

[Serializable] // for storing in JSON
public class ActorData // our players attributes in JSON
{
    public Vector3 pos;
}

我还有一个ActorContainer来保存不同玩家的数据:

using System.Collections.Generic;
using System;

[Serializable]
public class ActorContainer
{

    // To store our different actors data
    public List<ActorData> actors = new List<ActorData>();
}

我有一个执行序列化的SaveData类:

    using UnityEngine;
using System.Collections;
using System.IO;

public class SaveData
{

    // every actos will be sorted in this actor container when loading the game
    public static ActorContainer actorContainer = new ActorContainer(); // static so that we dont have to recreacte savedata everytime

    public delegate void SerializeAction();
    public static event SerializeAction OnLoaded; // happens after loading
    public static event SerializeAction OnBeforeSave; // right before saving

    public static void Load(string path) // where the load is
    {
        actorContainer = LoadActors(path);

        OnLoaded();

        ClearActorList(); // so that there's no duplicates
    }

    public static void Save(string path, ActorContainer actors)
    {
        OnBeforeSave(); // to throw of the data that was in OnBeforeSave

        SaveActors(path, actors); // store all of our actors as json in the file

        ClearActorList(); // clear the list so that the next time we save theres no duplicates
    }

    public static void AddActorData(ActorData data)
    {
        actorContainer.actors.Add(data);
    }

    public static void ClearActorList() // to avoid duplicate data
    {
        actorContainer.actors.Clear(); // access actors and clear it
    }

    private static ActorContainer LoadActors(string path) // path to the JSON
    {
        string json = File.ReadAllText(path); // loading all the text out of the file into a string, assuming the text is all JSON

        return JsonUtility.FromJson<ActorContainer>(json); // parse the JSON into an ActorContainer type and return in the LoadActors
    }

    private static void SaveActors(string path, ActorContainer actors) // where to save and the actors to save
    {
        string json = JsonUtility.ToJson(actors);

        StreamWriter sw = File.CreateText(path); // if file doesnt exist, make the file in the specified path
        sw.Close();

        File.WriteAllText(path, json); // fill the file with the data(json)
    }
}

最后我有一个GameController类,它充当Unity的沟通者:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.IO;

public class GameController : MonoBehaviour
{ // to tell unity what it has to do, a communicator to be used with unity

    // trigger buttons
    public Button saveButton;
    public Button loadButton;

    private static string dataPath = string.Empty;

    void Awake()
    {
        dataPath = System.IO.Path.Combine(Application.persistentDataPath, "actors.json"); // persistentDataPath unity save game path, actors.json name of the file containing actors 
    }

    // for button
    public void Save()
    {
        SaveData.Save(dataPath, SaveData.actorContainer);
    }

    // for button 
    public void Load()
    {
        SaveData.Load(dataPath);
    }
}

我的JSON文件actors.json包含以下内容:

  

{&#34;演员&#34;:[{&#34; POS&#34; {&#34; X&#34;:419.6240539550781,&#34; Y&#34;:5.0189208984375,&#34 ; Z&#34;:0.0}}]}

欢迎任何建议。

1 个答案:

答案 0 :(得分:1)

所以问题很简单,你永远不会将JSON中加载的值分配给data.pos中的Actor.cs。相反,您从尚未更改的公共字段ActorData data加载它。

如果我能看到这一点你必须改变Actor.cs以下:

using System.Linq;

// ..

public void LoadData() 
{
    // guessing you will implementing an identifier for the separate actors later..
    var currentActor = SaveData.actorContainer.First();
    transform.position = currentActor.pos;

    // also set the loaded data to the field
    data = currentActor;
}

// ..