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两步实现超实用的XML存档

2013年03月23日 ⁄ 综合 ⁄ 共 6358字 ⁄ 字号 评论关闭

原创文章如需转载请注明:转载自风宇冲Unity3D教程学院


                   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
(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。


【风宇冲】Unity3D教程宝典之两步实现超实用的XML存档


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

  1. //=========================================================================================================
  2. //Note: Data Managing.
  3. //Date Created: 2012/04/17 by 风宇冲
  4. //Date Modified: 2012/12/14 by 风宇冲
  5. //=========================================================================================================
  6. using UnityEngine;
  7. using System.Collections;
  8. using System.IO;
  9. using System.Collections.Generic;
  10. using System;
  11. using System.Text;
  12. using System.Xml;
  13. using System.Security.Cryptography;
  14. //GameData,储存数据的类,把需要储存的数据定义在GameData之内就行//
  15. public class GameData
  16. {
  17.     //密钥,用于防止拷贝存档//
  18.     public string key;
  19.    
  20.     //下面是添加需要储存的内容//
  21.     public string PlayerName;
  22.     public float MusicVolume;
  23.     public GameData()
  24.     {
  25.         PlayerName = "Player";
  26.         MusicVolume = 0.6f;
  27.     }
  28. }
  29. //管理数据储存的类//
  30. public class GameDataManager:MonoBehaviour
  31. {
  32.     private string dataFileName ="tankyWarData.dat";//存档文件的名称,自己定//
  33.     private  XmlSaver xs = new XmlSaver();
  34.    
  35.     public  GameData gameData;
  36.    
  37.     public void Awake()
  38.     {
  39.         gameData = new GameData();
  40.        
  41.         //设定密钥,根据具体平台设定//
  42.         gameData.key = SystemInfo.deviceUniqueIdentifier;
  43.         Load();
  44.     }
  45.    
  46.     //存档时调用的函数//
  47.     public  void Save()
  48.     {
  49.         string gameDataFile = GetDataPath() + "/"+dataFileName;
  50.         string dataString= xs.SerializeObject(gameData,typeof(GameData));
  51.         xs.CreateXML(gameDataFile,dataString);
  52.     }
  53.    
  54.     //读档时调用的函数//
  55.     public  void Load()
  56.     {
  57.         string gameDataFile = GetDataPath() + "/"+dataFileName;
  58.         if(xs.hasFile(gameDataFile))
  59.         {
  60.            string dataString = xs.LoadXML(gameDataFile);
  61.            GameData gameDataFromXML = xs.DeserializeObject(dataString,typeof(GameData)) as GameData;
  62.            
  63.             //是合法存档//
  64.              if(gameDataFromXML.key == gameData.key)
  65.             {
  66.                 gameData = gameDataFromXML;
  67.             }
  68.             //是非法拷贝存档//
  69.             else
  70.             {
  71.                 //留空:游戏启动后数据清零,存档后作弊档被自动覆盖//
  72.             }
  73.         }
  74.         else
  75.         {
  76.             if(gameData != null)
  77.             Save();
  78.         }
  79.     }
  80.    
  81.     //获取路径//
  82.     private static string GetDataPath()
  83.     {
  84.         // Your game has read+write access to /var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents
  85.         // Application.dataPath returns ar/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/myappname.app/Data             
  86.         // Strip "/Data" from path
  87.         if(Application.platform == RuntimePlatform.IPhonePlayer)
  88.         {
  89.             string path = Application.dataPath.Substring (0, Application.dataPath.Length - 5);
  90.             // Strip application name
  91.             path = path.Substring(0, path.LastIndexOf('/')); 
  92.             return path + "/Documents";
  93.         }
  94.         else
  95.         //    return Application.dataPath + "/Resources";
  96.             return Application.dataPath;
  97.     }
  98. }




                                         XmlSaver.cs的内容

  1. //=========================================================================================================
  2. //Note: XML processcing,  can not save multiple-array!!!
  3. //Date Created: 2012/04/17 by 风宇冲
  4. //Date Modified: 2012/04/19 by 风宇冲
  5. //=========================================================================================================
  6. using UnityEngine;
  7. using System.Collections;
  8. using System.Xml;
  9. using System.Xml.Serialization;
  10. using System.IO;
  11. using System.Text;
  12. using System.Security.Cryptography;
  13. using System;
  14. public class XmlSaver
  15.   
  16.     //内容加密
  17.     public string Encrypt(string toE)
  18.     {
  19.         //加密和解密采用相同的key,具体自己填,但是必须为32位//
  20.         byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012");
  21.         RijndaelManaged rDel = new RijndaelManaged();
  22.         rDel.Key = keyArray;
  23.         rDel.Mode = CipherMode.ECB;
  24.         rDel.Padding = PaddingMode.PKCS7;
  25.         ICryptoTransform cTransform = rDel.CreateEncryptor();
  26.        
  27.         byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes(toE);
  28.         byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length);
  29.    
  30.         return Convert.ToBase64String(resultArray,0,resultArray.Length);
  31.     }
  32.    
  33.     //内容解密
  34.     public string Decrypt(string toD)
  35.     {
  36.         //加密和解密采用相同的key,具体值自己填,但是必须为32位//
  37.         byte[] keyArray = UTF8Encoding.UTF8.GetBytes("12348578902223367877723456789012");
  38.        
  39.         RijndaelManaged rDel = new RijndaelManaged();
  40.         rDel.Key = keyArray;
  41.         rDel.Mode = CipherMode.ECB;
  42.         rDel.Padding = PaddingMode.PKCS7;
  43.         ICryptoTransform cTransform = rDel.CreateDecryptor();
  44.        
  45.         byte[] toEncryptArray = Convert.FromBase64String(toD);
  46.         byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray,0,toEncryptArray.Length);
  47.        
  48.         return UTF8Encoding.UTF8.GetString(resultArray);
  49.     }
  50.    
  51.     public string SerializeObject(object pObject,System.Type ty)
  52.     {
  53.        string XmlizedString   = null;
  54.        MemoryStream memoryStream  = new MemoryStream();
  55.        XmlSerializer xs  = new XmlSerializer(ty);
  56.        XmlTextWriter xmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
  57.        xs.Serialize(xmlTextWriter, pObject);
  58.        memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
  59.        XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
  60.        return XmlizedString;
  61.     }
  62.    
  63.     public object DeserializeObject(string pXmlizedString , System.Type ty)
  64.     {
  65.        XmlSerializer xs  = new XmlSerializer(ty);
  66.        MemoryStream memoryStream  = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
  67.        XmlTextWriter xmlTextWriter   = new XmlTextWriter(memoryStream, Encoding.UTF8);
  68.        return xs.Deserialize(memoryStream);
  69.     }
  70.    
  71.     //创建XML文件
  72.     public void CreateXML(string fileName,string thisData)
  73.     {
  74.        string xxx = Encrypt(thisData);
  75.        StreamWriter writer;
  76.        writer = File.CreateText(fileName);
  77.        writer.Write(xxx);
  78.        writer.Close();
  79.     }
  80.    
  81.     //读取XML文件
  82.     public string LoadXML(string fileName)
  83.     {
  84.        StreamReader sReader = File.OpenText(fileName);
  85.        string dataString = sReader.ReadToEnd();
  86.        sReader.Close();
  87.        string xxx = Decrypt(dataString);
  88.        return xxx;
  89.     }

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