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U3D教程宝典之两步实现超实用的XML存档

发布时间:2020-12-16 08:46:03 所属栏目:百科 来源:网络整理
导读:转自: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GameO

转自: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。

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

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//=========================================================================================================
//Note:DataManaging.
//DateCreated:2012/04/17by风宇冲
//DateModified:2012/12/14by风宇冲
//=========================================================================================================usingUnityEngine;
usingSystem.Collections;
usingSystem.IO;
usingSystem.Collections.Generic;
usingSystem;
usingSystem.Text;
usingSystem.Xml;
usingSystem.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//publicclassGameData
{
//密钥,用于防止拷贝存档//
publicstringkey;

//下面是添加需要储存的内容//
publicstringPlayerName;
publicfloatMusicVolume;
publicGameData()
{
PlayerName="Player";
MusicVolume=0.6f;
}
}
//管理数据储存的类//publicclassGameDataManager:MonoBehaviour
{
privatestringdataFileName="tankyWarData.dat";//存档文件的名称,自己定//
privateXmlSaverxs=newXmlSaver();

publicGameDatagameData;

publicvoidAwake()
{
gameData=newGameData();

//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//
publicvoidSave()
{
stringgameDataFile=GetDataPath()+"/"+dataFileName;
stringdataString=xs.SerializeObject(gameData,typeof(GameData));
xs.CreateXML(gameDataFile,dataString);
}

//读档时调用的函数//
publicvoidLoad()
{
stringgameDataFile=GetDataPath()+"/"+dataFileName;
if(xs.hasFile(gameDataFile))
{
stringdataString=xs.LoadXML(gameDataFile);
GameDatagameDataFromXML=xs.DeserializeObject(dataString,typeof(GameData))asGameData;

//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//
privatestaticstringGetDataPath()
{
//Yourgamehasread+writeaccessto/var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents
//Application.dataPathreturnsar/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/myappname.app/Data
//Strip"/Data"frompath
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
stringpath=Application.dataPath.Substring(0,Application.dataPath.Length-5);
//Stripapplicationname
path=path.Substring(0,path.LastIndexOf('/'));
returnpath+"/Documents";
}
else
//returnApplication.dataPath+"/Resources";
returnApplication.dataPath;
}
}

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XmlSaver.cs

复制代码

//=========================================================================================================
//Note:XMLprocesscing,cannotsavemultiple-array!!!
//DateCreated:2012/04/17by风宇冲
//DateModified:2012/04/19by风宇冲
//=========================================================================================================usingUnityEngine;
usingSystem.Collections;
usingSystem.Xml;
usingSystem.Xml.Serialization;
usingSystem.IO;
usingSystem.Text;
usingSystem.Security.Cryptography;
usingSystem;
publicclassXmlSaver
{
//内容加密
publicstringEncrypt(stringtoE)
{
//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");
RijndaelManagedrDel=newRijndaelManaged();
rDel.Key=keyArray;
rDel.Mode=CipherMode.ECB;
rDel.Padding=PaddingMode.PKCS7;
ICryptoTransformcTransform=rDel.CreateEncryptor();

byte[]toEncryptArray=UTF8Encoding.UTF8.GetBytes(toE);
byte[]resultArray=cTransform.TransformFinalBlock(toEncryptArray,toEncryptArray.Length);

returnConvert.ToBase64String(resultArray,resultArray.Length);
}

//内容解密
publicstringDecrypt(stringtoD)
{
//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");

RijndaelManagedrDel=newRijndaelManaged();
rDel.Key=keyArray;
rDel.Mode=CipherMode.ECB;
rDel.Padding=PaddingMode.PKCS7;
ICryptoTransformcTransform=rDel.CreateDecryptor();

byte[]toEncryptArray=Convert.FromBase64String(toD);
byte[]resultArray=cTransform.TransformFinalBlock(toEncryptArray,toEncryptArray.Length);

returnUTF8Encoding.UTF8.GetString(resultArray);
}

publicstringSerializeObject(objectpObject,System.Typety)
{
stringXmlizedString=null;
MemoryStreammemoryStream=newMemoryStream();
XmlSerializerxs=newXmlSerializer(ty);
XmlTextWriterxmlTextWriter=newXmlTextWriter(memoryStream,Encoding.UTF8);
xs.Serialize(xmlTextWriter,pObject);
memoryStream=(MemoryStream)xmlTextWriter.BaseStream;
XmlizedString=UTF8ByteArrayToString(memoryStream.ToArray());
returnXmlizedString;
}

publicobjectDeserializeObject(stringpXmlizedString,System.Typety)
{
XmlSerializerxs=newXmlSerializer(ty);
MemoryStreammemoryStream=newMemoryStream(StringToUTF8ByteArray(pXmlizedString));
XmlTextWriterxmlTextWriter=newXmlTextWriter(memoryStream,Encoding.UTF8);
returnxs.Deserialize(memoryStream);
}

//创建XML文件
publicvoidCreateXML(stringfileName,stringthisData)
{
stringxxx=Encrypt(thisData);
StreamWriterwriter;
writer=File.CreateText(fileName);
writer.Write(xxx);
writer.Close();
}

//读取XML文件
publicstringLoadXML(stringfileName)
{
StreamReadersReader=File.OpenText(fileName);
stringdataString=sReader.ReadToEnd();
sReader.Close();
stringxxx=Decrypt(dataString);
returnxxx;
}

//判断是否存在文件
publicboolhasFile(StringfileName)
{
returnFile.Exists(fileName);
}
publicstringUTF8ByteArrayToString(byte[]characters)
{
UTF8Encodingencoding=newUTF8Encoding();
stringconstructedString=encoding.GetString(characters);
return(constructedString);
}

publicbyte[]StringToUTF8ByteArray(StringpXmlString)
{
UTF8Encodingencoding=newUTF8Encoding();
byte[]byteArray=encoding.GetBytes(pXmlString);
returnbyteArray;
}
}

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