Save and Load from XML

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using UnityEngine; 
using System.Collections; 
using System.Xml; 
using System.Xml.Serialization; 
using System.IO; 
using System.Text; 
 
public class _GameSaveLoad: MonoBehavIoUr { 
 
   // An example where the encoding can be found is at 
   // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp 
   // We will just use the KISS method and cheat a little and use 
   // the examples from the web page since they are fully described 
 
   // This is our local private members 
   Rect _Save,_Load,_SaveMSG,_LoadMSG; 
   bool _ShouldSave,_ShouldLoad,_SwitchSave,_SwitchLoad; 
   string _FileLocation,_FileName; 
   public GameObject _Player; 
   UserData myData; 
   string _PlayerName; 
   string _data; 
 
   Vector3 VPosition; 
 
   // When the EGO is instansiated the Start will trigger 
   // so we setup our initial values for our local members 
   void Start () { 
      // We setup our rectangles for our messages 
      _Save=new Rect(10,80,100,20); 
      _Load=new Rect(10,20); 
      _SaveMSG=new Rect(10,120,400,40); 
      _LoadMSG=new Rect(10,140,40); 
 
      // Where we want to save and load to and from 
      _FileLocation=Application.dataPath; 
      _FileName="SaveData.xml"; 
 
      // for now,lets just set the name to Joe Schmoe 
      _PlayerName = "Joe Schmoe"; 
 
      // we need soemthing to store the information into 
      myData=new UserData(); 
   } 
 
   void Update () {} 
 
   void OnGUI() 
   {    
 
   //*************************************************** 
   // Loading The Player... 
   // **************************************************       
   if (GUI.Button(_Load,"Load")) { 
 
      GUI.Label(_LoadMSG,"Loading from: "+_FileLocation); 
      // Load our UserData into myData 
      LoadXML(); 
      if(_data.ToString() != "") 
      { 
        // notice how I use a reference to type (UserData) here,you need this 
        // so that the returned object is converted into the correct type 
        myData = (UserData)DeserializeObject(_data); 
		// set the players position to the data we loaded 
        VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);              
        _Player.transform.position=VPosition; 
        // just a way to show that we loaded in ok 
        Debug.Log(myData._iUser.name); 
      } 
 
   } 
 
   //*************************************************** 
   // Saving The Player... 
   // **************************************************    
   if (GUI.Button(_Save,"Save")) { 
 
     GUI.Label(_SaveMSG,"Saving to: "+_FileLocation); 
     myData._iUser.x=_Player.transform.position.x; 
     myData._iUser.y=_Player.transform.position.y; 
     myData._iUser.z=_Player.transform.position.z; 
     myData._iUser.name=_PlayerName;    
 
     // Time to creat our XML! 
     _data = SerializeObject(myData); 
     // This is the final resulting XML from the serialization process 
     CreateXML(); 
     Debug.Log(_data); 
   } 
 
 
   } 
 
   /* The following metods came from the referenced URL */ 
   string UTF8ByteArrayToString(byte[] characters) 
   {      
      UTF8Encoding encoding = new UTF8Encoding(); 
      string constructedString = encoding.GetString(characters); 
      return (constructedString); 
   } 
 
   byte[] StringToUTF8ByteArray(string pXmlString) 
   { 
      UTF8Encoding encoding = new UTF8Encoding(); 
      byte[] byteArray = encoding.GetBytes(pXmlString); 
      return byteArray; 
   } 
 
   // Here we serialize our UserData object of myData 
   string SerializeObject(object pObject) 
   { 
      string XmlizedString = null; 
      MemoryStream memoryStream = new MemoryStream(); 
      XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream,Encoding.UTF8); 
      xs.Serialize(xmlTextWriter,pObject); 
      memoryStream = (MemoryStream)xmlTextWriter.BaseStream; 
      XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); 
      return XmlizedString; 
   } 
 
   // Here we deserialize it back into its original form 
   object DeserializeObject(string pXmlizedString) 
   { 
      XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
      MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream,Encoding.UTF8); 
      return xs.Deserialize(memoryStream); 
   } 
 
   // Finally our save and load methods for the file itself 
   void CreateXML() 
   { 
      StreamWriter writer; 
      FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName); 
      if(!t.Exists) 
      { 
         writer = t.CreateText(); 
      } 
      else 
      { 
         t.Delete(); 
         writer = t.CreateText(); 
      } 
      writer.Write(_data); 
      writer.Close(); 
      Debug.Log("File written."); 
   } 
 
   void LoadXML() 
   { 
      StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName); 
      string _info = r.ReadToEnd(); 
      r.Close(); 
      _data=_info; 
      Debug.Log("File Read"); 
   } 
} 
 
// UserData is our custom class that holds our defined objects we want to store in XML format 
 public class UserData 
 { 
    // We have to define a default instance of the structure 
   public DemoData _iUser; 
    // Default constructor doesn't really do anything at the moment 
   public UserData() { } 
 
   // Anything we want to store in the XML file,we define it here 
   public struct DemoData 
   { 
      public float x; 
      public float y; 
      public float z; 
      public string name; 
   } 
}

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