Easy Save使用:
1.保存游戏进度
2.设计游戏关卡(怪物数量,坐标,背景图等等)
Easy Save默认存储地址:
C:\Users\Administrator\AppData\LocalLow\DefaultCompany\项目名
Easy Save保存的格式:(不能直接保存自定义类)
http://moodkie.com/easysave/documentation/supported-types/ (保存的常见格式)
Unity路径:
Application.dataPath; //当前项目Asset路径
Application.streamingAssetsPath; //当前项目Asset路径\streamingAssets文件夹
Application.persistentDataPath; //持久化数据库路径
Application.temporaryCachePath; //临时缓存路径
简单保存:
using UnityEngine;
using System.Collections;
using System.Collections.Generic; public class EasySaveDemo1 : MonoBehaviour { public Student student; void OnGUI()
{
if (GUI.Button(new Rect(, , , ), "保存"))
{
Student student = new Student();
student.name = "盘子";
student.age = ;
student.height = 1.9f;
student.marriage = false; List<Student> list = new List<Student>(); //ES2Settings set = new ES2Settings(Application.dataPath + "myFile3.text");
//set.encrypt = false;
//set.encryptionPassword = "*"; string path = Application.dataPath + "/关卡.text"; //没有保存起是不会抛异常的
//多值保存到同一个文件
ES2.Save(student.name, path + "?tag=name");
ES2.Save(student.age, path + "?tag=age");
ES2.Save(student.height, path + "?tag=height");
ES2.Save(student.marriage, path + "?tag=marriage"); } if (GUI.Button(new Rect(, , , ), "读取"))
{
string path = Application.dataPath + "/关卡.text";
student = new Student();
student.name = ES2.Load<string>(path + "?tag=name");
student.height = ES2.Load<float>(path + "?tag=height");
student.age = ES2.Load<int>(path + "?tag=age");
student.marriage = ES2.Load<bool>(path + "?tag=marriage"); } if (this.student != null)
{
GUI.Label(new Rect(, , , ), "姓名:" + student.name);
GUI.Label(new Rect(, , , ), "身高:" + student.height);
GUI.Label(new Rect(, , , ), "年龄:" + student.age);
GUI.Label(new Rect(, , , ), "婚姻:" + student.marriage);
} } }
public class Student
{
public string name;
public int age;
public float height;
public bool marriage;
}