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//
- publicstring key;
- //下面是添加需要储存的内容//
- publicstring PlayerName;
- publicfloat MusicVolume;
- publicGameData()
- {
- PlayerName ="Player";
- MusicVolume= 0.6f;
- }
- }
- //管理数据储存的类//
- public class GameDataManager:MonoBehaviour
- {
- privatestring dataFileName ="tankyWarData.dat";//存档文件的名称,自己定//
- private XmlSaver xs = new XmlSaver();
- public GameData gameData;
- publicvoid 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()
- {
- stringgameDataFile = GetDataPath() + "/"+dataFileName;
- stringdataString= xs.SerializeObject(gameData,typeof(GameData));
- xs.CreateXML(gameDataFile,dataString);
- }
- //读档时调用的函数//
- public void Load()
- {
- stringgameDataFile = 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//
- privatestatic string GetDataPath()
- {
- // Your gamehas read+write access to/var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents
- //Application.dataPath returnsar/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);
- // Stripapplication name
- path =path.Substring(0,path.LastIndexOf('/'));
- return path+ "/Documents";
- }
- else
- // returnApplication.dataPath + "/Resources";
- returnApplication.dataPath;
- }
- }
XmlSaver.cs的内容
- //=========================================================================================================
- //Note: XML processcing, can not savemultiple-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
- publicstring 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);
- returnConvert.ToBase64String(resultArray,resultArray.Length);
- }
- //内容解密
- publicstring 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);
- returnUTF8Encoding.UTF8.GetString(resultArray);
- }
- publicstring SerializeObject(object pObject,System.Type ty)
- {
- stringXmlizedString = null;
- MemoryStreammemoryStream = new MemoryStream();
- XmlSerializerxs = new XmlSerializer(ty);
- XmlTextWriterxmlTextWriter = new XmlTextWriter(memoryStream,Encoding.UTF8);
- xs.Serialize(xmlTextWriter,pObject);
- memoryStream =(MemoryStream)xmlTextWriter.BaseStream;
- XmlizedString =UTF8ByteArrayToString(memoryStream.ToArray());
- return XmlizedString;
- }
- publicobject DeserializeObject(string pXmlizedString,System.Typety)
- {
- XmlSerializerxs = new XmlSerializer(ty);
- MemoryStreammemoryStream = newMemoryStream(StringToUTF8ByteArray(pXmlizedString));
- XmlTextWriterxmlTextWriter = newXmlTextWriter(memoryStream,Encoding.UTF8);
- returnxs.Deserialize(memoryStream);
- }
- //创建XML文件
- publicvoid 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
- publicstring 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
- publicbool hasFile(String fileName)
- {
- returnFile.Exists(fileName);
- }
- publicstring UTF8ByteArrayToString(byte[] characters)
- {
- UTF8Encodingencoding = new UTF8Encoding();
- stringconstructedString =encoding.GetString(characters);
- return(constructedString);
- }
- publicbyte[] StringToUTF8ByteArray(String pXmlString )
- {
- UTF8Encodingencoding = new UTF8Encoding();
- byte[]byteArray = encoding.GetBytes(pXmlString);
- return byteArray;
- }
- }
(编辑:李大同)
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