关于U3D里面XML读写办法,谢谢刘老师的指导(刘国栋)
代码:
/* *Project name: * *Author: * *Version: * *Description: * */ using UnityEngine; using System.Collections; using System.Xml; using System.Xml.Serialization; using System.IO; using System.Text; using System.Security.Cryptography; using System; public class XmlSaver { private static XmlSaver _Instance = null; public static XmlSaver GetInstance() { if (_Instance == null) { _Instance = new XmlSaver(); } return _Instance; } //内容加密 public string Encrypt(string toE) { //加密和解密采用相同的key,具体自己填,但是必须为32位// byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012"); RijndaelManaged rDel = new RijndaelManaged(); rDel.Key = keyArray; rDel.Mode = CipherMode.ECB; rDel.Padding = PaddingMode.PKCS7; ICryptoTransform cTransform = rDel.CreateEncryptor(); byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes(toE); byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length); return Convert.ToBase64String(resultArray,0,resultArray.Length); } //内容解密 public string Decrypt(string toD) { //加密和解密采用相同的key,具体值自己填,但是必须为32位// byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012"); RijndaelManaged rDel = new RijndaelManaged(); rDel.Key = keyArray; rDel.Mode = CipherMode.ECB; rDel.Padding = PaddingMode.PKCS7; ICryptoTransform cTransform = rDel.CreateDecryptor(); byte[] toEncryptArray = Convert.FromBase64String(toD); byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length); return UTF8Encoding.UTF8.GetString(resultArray); } public string SerializeObject(object pObject,System.Type ty) { string XmlizedString = null; MemoryStream memoryStream = new MemoryStream(); XmlSerializer xs = new XmlSerializer(ty); XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); xs.Serialize(xmlTextWriter, pObject); memoryStream = (MemoryStream)xmlTextWriter.BaseStream; XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); return XmlizedString; } public object DeserializeObject(string pXmlizedString , System.Type ty) { XmlSerializer xs = new XmlSerializer(ty); MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString)); XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); return xs.Deserialize(memoryStream); } //创建XML文件 public void CreateXML(string fileName,string thisData) { //string xxx = Encrypt(thisData); string xxx = thisData; StreamWriter writer; writer = File.CreateText(fileName); writer.Write(xxx); writer.Close(); } //读取XML文件 public string LoadXML(string fileName) { StreamReader sReader = File.OpenText(fileName); string dataString = sReader.ReadToEnd(); sReader.Close(); //string xxx = Decrypt(dataString); string xxx = dataString; return xxx; } //判断是否存在文件 public bool hasFile(String fileName) { return File.Exists(fileName); } public string UTF8ByteArrayToString(byte[] characters ) { UTF8Encoding encoding = new UTF8Encoding(); string constructedString = encoding.GetString(characters); return (constructedString); } public byte[] StringToUTF8ByteArray(String pXmlString ) { UTF8Encoding encoding = new UTF8Encoding(); byte[] byteArray = encoding.GetBytes(pXmlString); return byteArray; } }
后面是加载数据:
代码:
using UnityEngine; using System.Collections; using System.Collections.Generic; public static class DataLoadTest{ public static List<Data> LevelData = new List<Data>(); //static string _fileName = Application.dataPath "/Resource/gamedata"; static string _fileName = Application.persistentDataPath "/gamedata"; public static void Save() { string s = XmlSaver.GetInstance().SerializeObject(LevelData, typeof(List<Data>)); XmlSaver.GetInstance().CreateXML(_fileName, s); } public static void Load() { try{ string s = XmlSaver.GetInstance().LoadXML(_fileName); LevelData = XmlSaver.GetInstance().DeserializeObject(s, typeof(List<Data>)) as List<Data>; } catch { TraverseList(); Save(); string s = XmlSaver.GetInstance().LoadXML(_fileName); LevelData = XmlSaver.GetInstance().DeserializeObject(s, typeof(List<Data>)) as List<Data>; } } public static void TraverseList() { List<ScrollData> everyScrollData = new List<ScrollData>(); everyScrollData.Add(new ScrollData(false, "挖掘机学校哪家强")); everyScrollData.Add(new ScrollData(false, "中国山东找蓝翔")); everyScrollData.Add(new ScrollData(false, "我特喵的只是开发者用来测试的")); everyScrollData.Add(new ScrollData(false, "有我所不乐意的,在天堂里,我不愿意去;有我所不乐意的,在地狱里,我不愿意去; 有我所不乐意的,在你们的世界里,我不愿意去。 ")); everyScrollData.Add(new ScrollData(false, "我只愿蓬勃生活在此时此刻, 无所谓去哪,无所谓见谁。 那些我将要去的地方,都是我从未谋面的故乡; 那些我将要见的人,都会成为我的朋友。")); everyScrollData.Add(new ScrollData(false, "以前是以前,现在是现在。 我不能选择 怎么生,怎么死; 但我能决定 怎么爱,怎么活。这是我要的自由,我的黄金时代。 ")); everyScrollData.Add(new ScrollData(false, "栈和队列的区别是啥?")); everyScrollData.Add(new ScrollData(false, "吃多了拉就是队列;")); everyScrollData.Add(new ScrollData(false, "吃多了吐就是栈")); everyScrollData.Add(new ScrollData(false, "壮岁旌旗拥万夫,锦襜突骑渡江初。燕兵夜娖银胡簶,汉箭朝飞金仆姑。")); everyScrollData.Add(new ScrollData(false, "追往事,叹今吾,春风不染白髭须。")); everyScrollData.Add(new ScrollData(false, "却将万字平戎策,换得东家种树书。")); everyScrollData.Add(new ScrollData(false, "第一天,小白兔去河边钓鱼,什么也没钓到,回家了。 ")); everyScrollData.Add(new ScrollData(false, "第二天,小白兔又去河边钓鱼,还是什么也没钓到,回家了。")); everyScrollData.Add(new ScrollData(false, "第三天,小白兔刚到河边,一条大鱼从河里跳出来,冲着小白兔大叫:你他妈的要是再敢用胡箩卜当鱼饵,我就扁死你!")); everyScrollData.Add(new ScrollData(false, "程序员的读书历程:x 语言入门 —> x 语言应用实践 —> x 语言高阶编程 —> ")); everyScrollData.Add(new ScrollData(false, "x 语言的科学与艺术 —> 编程之美 —> 编程之道 —> ")); everyScrollData.Add(new ScrollData(false, "编程之禅 —> 颈椎病康复指南 —> 精神病康复指南 ")); everyScrollData.Add(new ScrollData(false, "在一个精神病院里,有一天院长想看看三个精神病人的恢复情况如何,于是在他们每人面前放了一只小白兔。第一个精神病人坐在小白兔的上面,揪着小白兔的两只耳朵,嘴里嚷着“驾”,院长摇了摇头;")); everyScrollData.Add(new ScrollData(false, "第二个人背对着小白兔,拍着它的屁股,嘴里说着“给我追”,院长叹了口气;")); everyScrollData.Add(new ScrollData(false, "第三个蹲在那里一个劲儿的摸着小白兔,院长看后,满意地点点头,只听他说了一句:“小样的,放你300米,等我擦好车再追你!”院长倒地晕倒……")); everyScrollData.Add(new ScrollData(false, "创新无极限!只要敢想,没有什么不可能,立即跳出思维的框框吧。如果你正处于一个上升的朝阳行业,那么尝试去寻找更有效的解决方案:更招消费者喜爱、更简洁的商业模式。")); everyScrollData.Add(new ScrollData(false, "如果你处于一个日渐萎缩的行业,那么赶紧在自己变得跟不上时代之前抽身而出,去换个工作或者转换行业。不要拖延,立刻开始创新!")); everyScrollData.Add(new ScrollData(false, "--史蒂夫.乔布斯")); everyScrollData.Add(new ScrollData(false, "从前现在过去了再不来 红红落叶长埋尘土内 开始终结总是没变改 天边的你飘泊白云外 苦海翻起爱恨 在世间难逃避命运 相亲竟不可接近 或我应该相信是缘份")); everyScrollData.Add(new ScrollData(false, "情人别后永远再不来 无言独坐放眼尘世外 鲜花虽会凋谢 但会再开 一生所爱隐约 在白云外")); everyScrollData.Add(new ScrollData(false, "苦海翻起爱恨 在世间难逃避命运 相亲竟不可接近 或我应该相信是缘份 苦海翻起爱恨 在世间难逃避命运 相亲竟不可接近 或我应该相信是缘份")); LevelData.Add(new Data(0,true, "level1", everyScrollData[0], everyScrollData[1], everyScrollData[2])); LevelData.Add(new Data(1,false, "level2", everyScrollData[3], everyScrollData[4], everyScrollData[5])); LevelData.Add(new Data(2,false, "level3", everyScrollData[6], everyScrollData[7], everyScrollData[8])); LevelData.Add(new Data(3,false, "level4", everyScrollData[9], everyScrollData[10], everyScrollData[11])); LevelData.Add(new Data(4,false, "level5", everyScrollData[12], everyScrollData[13], everyScrollData[14])); LevelData.Add(new Data(5,false, "level6", everyScrollData[15], everyScrollData[16], everyScrollData[17])); LevelData.Add(new Data(6,false, "level7", everyScrollData[18], everyScrollData[19], everyScrollData[20])); LevelData.Add(new Data(7,false, "level8", everyScrollData[21], everyScrollData[22], everyScrollData[23])); LevelData.Add(new Data(8,false, "level9", everyScrollData[24], everyScrollData[25], everyScrollData[26])); } public static List<Data> getlistData() { Load (); //TraverseList(); return LevelData; } public static string GetLevelName(int i) { return LevelData [i].LevelName; } }