11.反射读取自定义类成员数据
11.1 知识点
读取自定义类,可以直接套用一次读取数据方法就行了,因为LoadData本来就是读取自定义类用的。把KeyName跟着传过来,这样KeyName看起来很长,但是能保证唯一性
//基础数据类型都不是 那么可能就是自定义类型
else
{
//在走一遍读取自定义内的流程
return LoadData(fieldType, keyName);
}
在测试类测试一下
//读取数据
PlayerInfo p = PlayerPrefsDataMgr.Instance.LoadData(typeof(PlayerInfo), "Player1") as PlayerInfo;
//游戏逻辑中 会去 修改这个玩家数据
p.age = 18;
p.name = "林文韬";
p.height = 1000;
p.sex = true;
p.itemList.Add(new ItemInfo(1, 99));
p.itemList.Add(new ItemInfo(2, 199));
p.itemDic.Add(3, new ItemInfo(3, 1));
p.itemDic.Add(4, new ItemInfo(4, 2));
//游戏数据存储
PlayerPrefsDataMgr.Instance.SaveData(p, "Player1");
11.2 知识点代码
PlayerPrefsDataMgr
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
/// <summary>
/// PlayerPrefs数据管理类,统一管理数据的存储和读取
/// </summary>
public class PlayerPrefsDataMgr
{
private static PlayerPrefsDataMgr instance = new PlayerPrefsDataMgr();
public static PlayerPrefsDataMgr Instance
{
get
{
return instance;
}
}
private PlayerPrefsDataMgr()
{
}
/// <summary>
/// 存储数据
/// </summary>
/// <param name="data">数据对象</param>
/// <param name="keyName">数据对象的唯一key,自己控制</param>
public void SaveData(object data, string keyName)
{
// 获取传入数据对象的所有字段
Type dataType = data.GetType();
FieldInfo[] infos = dataType.GetFields();
// 自定义一个key的规则进行数据存储
string saveKeyName = "";
FieldInfo info;
for (int i = 0; i < infos.Length; i++)
{
info = infos[i];
saveKeyName = keyName + "_" + dataType.Name +
"_" + info.FieldType.Name + "_" + info.Name;
SaveValue(info.GetValue(data), saveKeyName);
}
PlayerPrefs.Save();
}
private void SaveValue(object value, string keyName)
{
// 根据数据类型的不同来决定使用哪一个API来进行存储
Type fieldType = value.GetType();
if (fieldType == typeof(int))
{
PlayerPrefs.SetInt(keyName, (int)value);
}
else if (fieldType == typeof(float))
{
PlayerPrefs.SetFloat(keyName, (float)value);
}
else if (fieldType == typeof(string))
{
PlayerPrefs.SetString(keyName, value.ToString());
}
else if (fieldType == typeof(bool))
{
PlayerPrefs.SetInt(keyName, (bool)value ? 1 : 0);
}
else if (typeof(IList).IsAssignableFrom(fieldType))
{
IList list = value as IList;
PlayerPrefs.SetInt(keyName, list.Count);
int index = 0;
foreach (object obj in list)
{
SaveValue(obj, keyName + index);
++index;
}
}
else if (typeof(IDictionary).IsAssignableFrom(fieldType))
{
IDictionary dic = value as IDictionary;
PlayerPrefs.SetInt(keyName, dic.Count);
int index = 0;
foreach (object key in dic.Keys)
{
SaveValue(key, keyName + "_key_" + index);
SaveValue(dic[key], keyName + "_value_" + index);
++index;
}
}
else
{
SaveData(value, keyName);
}
}
/// <summary>
/// 读取数据
/// </summary>
/// <param name="type">想要读取数据的数据类型Type</param>
/// <param name="keyName">数据对象的唯一key,自己控制</param>
/// <returns></returns>
public object LoadData(Type type, string keyName)
{
object data = Activator.CreateInstance(type);
FieldInfo[] infos = type.GetFields();
string loadKeyName = "";
FieldInfo info;
for (int i = 0; i < infos.Length; i++)
{
info = infos[i];
loadKeyName = keyName + "_" + type.Name +
"_" + info.FieldType.Name + "_" + info.Name;
info.SetValue(data, LoadValue(info.FieldType, loadKeyName));
}
return data;
}
/// <summary>
/// 得到单个数据的方法
/// </summary>
/// <param name="fieldType">字段类型,用于判断用哪个API来读取</param>
/// <param name="keyName">用于获取具体数据</param>
/// <returns></returns>
private object LoadValue(Type fieldType, string keyName)
{
if (fieldType == typeof(int))
{
return PlayerPrefs.GetInt(keyName, 0);
}
else if (fieldType == typeof(float))
{
return PlayerPrefs.GetFloat(keyName, 0);
}
else if (fieldType == typeof(string))
{
return PlayerPrefs.GetString(keyName, "");
}
else if (fieldType == typeof(bool))
{
return PlayerPrefs.GetInt(keyName, 0) == 1 ? true : false;
}
else if (typeof(IList).IsAssignableFrom(fieldType))
{
int count = PlayerPrefs.GetInt(keyName, 0);
IList list = Activator.CreateInstance(fieldType) as IList;
for (int i = 0; i < count; i++)
{
list.Add(LoadValue(fieldType.GetGenericArguments()[0], keyName + i));
}
return list;
}
else if (typeof(IDictionary).IsAssignableFrom(fieldType))
{
int count = PlayerPrefs.GetInt(keyName, 0);
IDictionary dic = Activator.CreateInstance(fieldType) as IDictionary;
Type[] kvType = fieldType.GetGenericArguments();
for (int i = 0; i < count; i++)
{
dic.Add(LoadValue(kvType[0], keyName + "_key_" + i),
LoadValue(kvType[1], keyName + "_value_" + i));
}
return dic;
}
else
{
return LoadData(fieldType, keyName);
}
return null;
}
}
Test
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerInfo
{
public int age;
public string name;
public float height;
public bool sex;
public List<int> list;
public Dictionary<int, string> dic;
public ItemInfo itemInfo;
public List<ItemInfo> itemList;
public Dictionary<int, ItemInfo> itemDic;
}
public class ItemInfo
{
public int id;
public int num;
public ItemInfo()
{
}
public ItemInfo(int id, int num)
{
this.id = id;
this.num = num;
}
}
public class Test : MonoBehaviour
{
void Start()
{
// 读取数据
PlayerInfo p = PlayerPrefsDataMgr.Instance.LoadData(typeof(PlayerInfo), "Player1") as PlayerInfo;
// 修改玩家数据
p.age = 18;
p.name = "林文韬";
p.height = 1000;
p.sex = true;
p.itemList.Add(new ItemInfo(1, 99));
p.itemList.Add(new ItemInfo(2, 199));
p.itemDic.Add(3, new ItemInfo(3, 1));
p.itemDic.Add(4, new ItemInfo(4, 2));
// 存储游戏数据
PlayerPrefsDataMgr.Instance.SaveData(p, "Player1");
}
}
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