http://blog.sina.com.cn/s/blog_471132920101d3kh.html
两步实现超实用的XML存档
本套存档的优点:易使用,跨平台,防作弊(
内容加密 + 防拷贝)
脚本下载地址
使用
方法非常简单:
把GameDataManager和XmlSaver两个脚本添加至工程
后
(1)新建一个GameObject,起名GameDataManager并将GameDataManager脚本拖到上面。
(2)在GameDataManager里的GameData类中
添加需要储存的数据
OK,跨平台防破解防拷贝的存档就搞定了!之后
每次存档
调用GameDataManager的Save函数,
读档
调用GameDataManager的Load函数。每次启动后GameDataManager会自动调用Load读档。如果玩家拿外来存档来覆盖本地存档,则游戏启动后数据清零,任何一次存档后作弊档被自动覆盖。注意:请勿放入二维以上数组,一般一维数据,枚举,自定义类 等等数据类型可放心添加。
PS:风宇冲自己的U3d单机游戏和公司的单机游戏都用的这个XML存档,iOS,Android,PC,MAC都使用过的。放心使用吧。密钥的设定根据平台而定。
附:脚本
代码
GameDataManager.cs的内容
- //=========================================================================================================
- //Note: Data Managing.
- //Date Created: 2012/04/17 by 风宇冲
- //Date Modified: 2012/12/14 by 风宇冲
- //=========================================================================================================
- using UnityEngine;
- using System.Collections;
- using System.IO;
- using System.Collections.Generic;
- using System;
- using System.Text;
- using System.Xml;
- using System.Security.Cryptography;
- //GameData,储存数据的类,把需要储存的数据定义在GameData之内就行//
- public class GameData
- {
- //密钥,用于防止拷贝存档//
- public string key;
-
- //下面是添加需要储存的内容//
- public string PlayerName;
- public float MusicVolume;
- public GameData()
- {
- PlayerName = "Player";
- MusicVolume = 0.6f;
- }
- }
- //管理数据储存的类//
- public class GameDataManager:MonoBehavIoUr
- {
- private string dataFileName ="tankyWarData.dat";//存档文件的名称,自己定//
- privateXmlSaver xs = new XmlSaver();
-
- publicGameData gameData;
-
- public void Awake()
- {
- gameData = new GameData();
-
- //设定密钥,根据具体平台设定//
- gameData.key = SystemInfo.deviceUniqueIdentifier;
- Load();
- }
-
- //存档时调用的函数//
- publicvoid Save()
- {
- string gameDataFile = GetDataPath() + "/"+dataFileName;
- string dataString= xs.SerializeObject(gameData,typeof(GameData));
- xs.CreateXML(gameDataFile,dataString);
- }
-
- //读档时调用的函数//
- publicvoid Load()
- {
- string gameDataFile = GetDataPath() + "/"+dataFileName;
- if(xs.hasFile(gameDataFile))
- {
- string dataString = xs.LoadXML(gameDataFile);
- GameData gameDataFromXML = xs.DeserializeObject(dataString,typeof(GameData)) as GameData;
-
- //是合法存档//
- if(gameDataFromXML.key == gameData.key)
- {
- gameData = gameDataFromXML;
- }
- //是非法拷贝存档//
- else
- {
- //留空:游戏启动后数据清零,存档后作弊档被自动覆盖//
- }
- }
- else
- {
- if(gameData != null)
- Save();
- }
- }
-
- //获取路径//
- private static string GetDataPath()
- {
- // Your game has read+write access to /var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents
- // Application.dataPath returns ar/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/myappname.app/Data
- // Strip "/Data" from path
- if(Application.platform == RuntimePlatform.IPhonePlayer)
- {
- string path = Application.dataPath.Substring (0,Application.dataPath.Length - 5);
- // Strip application name
- path = path.Substring(0,path.LastIndexOf('/'));
- return path + "/Documents";
- }
- else
- //return Application.dataPath + "/Resources";
- return Application.dataPath;
- }
- }
XmlSaver.cs的内容
//=========================================================================================================
//Note: XML processcing,can not save multiple-array!!!
//Date Created: 2012/04/17 by 风宇冲
//Date Modified: 2012/04/19 by 风宇冲
//=========================================================================================================
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
{
//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,toEncryptArray.Length);
return Convert.ToBase64String(resultArray,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,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);
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);
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;
}
}