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)
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。
iOS,Android,PC,MAC都使用过的。密钥的设定根据平台而定。
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// private XmlSaver xs = new XmlSaver(); public GameData 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// public void Save() { string gameDataFile = GetDataPath() + "/"+dataFileName; string dataString= xs.SerializeObject(gameData,typeof(GameData)); xs.CreateXML(gameDataFile,dataString); } //读档时调用的函数// public void 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
//========================================================================================================= //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,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); 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; } }
转载:http://blog.sina.com.cn/s/blog_471132920101d3kh.html
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时间: 2024-12-23 13:26:46