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Unity实现游戏存档框架

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最近重构了一下我的存档框架。我在这里对实现方法进行简单的解析。注意这里主要演示算法,所以,效率上并不是最佳。一个游戏中,可能有成百上千个物体需要存储,而且有几十种类型,接下来就用一个简单的例子来解释。一个很简单的例子,有一个Unit(单位)类型,有一个Inventory(背包)类型,有一个Item(道具)类型。

接下来先介绍框架中最重要的接口,ISavable,表示这个类型可以存档

public interface ISavable{
 uint Id {get; set;}
 Type DataType {get;} // 存档数据类型
 Type DataContainerType {get;} // 存档数据容器类型
 void Read(object data);
 void Write(object data);
}

ISavableContainer,用来返回一组ISavable的容器:

public interface ISavableContainer{
  IEnumerable<ISavable> Savables;
}

IId, 具有Id的接口:

public interface IId
{
  uint Id {get; set;}
}

SaveEntity, 这是一个MonoBehaviour,将这个组件放到需要存档的GameObject上就可以实现该GameObject的存档了,这是最核心的类之一:

public class SaveEntity : MonoBehaviour{
  public void Save(SaveDataContainer container){
    foreach(ISavable savable in GetSavables()){
      if(savable.DataContainerType = container.GetType()){
        IId newData = Activator.CreateInstance(savable.DataType) as IId;
        newData.Id = savable.Id;
        savable.Write(newData);
        container.SetData(newData);
      }
    }
  }
 
  public void Load(SaveDataContainer container){
    foreach(ISavable savable in GetSavables()){
      if(savable.DataContainerType = container.GetType()){
        IId data = container.GetData(savable.Id);
        savable.Read(data);
      }
    }    
  }
 
  public IEnumerable<ISavable> GetSavables(){
    foreach(ISavable savable in GetComponents<ISavable>()){
      yield return savable;
    }
    foreach(ISavable savableContainer in GetComponents<ISavableContainer>()){
      foreach(ISavable savable in savableContainer.Savables){
        yield return savable;
      }
    }
  }
}

SaveFile代表一个文件

[Serializable]
public class SaveFileData{
  public uint CurId;
  public string DataContainer;
}
 
// 代表一个存档文件
public class SaveFile: MonoBehaviour{
  // 包含实际数据的数据类
  private SaveDataContainer _saveDataContainer;
  private uint _curId;
 
  public string Path{get;set;}
  public SaveDataContainer SaveDataContainer{get{return _saveDataContainer;}}
 
  private uint NextId{get{return ++_curId;}}
 
  // 得到场景里所有的SaveEntity
  private IEnumerable<SaveEntity> GetEntities(){
    // 实现略过
  }
  
  // 将场景物体中的数据存入到_saveDataContainer中
  public void Save<T>() where T:SaveDataContainer, new()
  {
    // 一轮Id赋值,保证Id为0的所有ISavable都赋值一个新Id
    foreach(SaveEntity entity in Entities){
      foreach (Savable savable in entity.GetSavables()){
        if(savable.DataContainerType == typeof(T)){
          if(savable.Id == 0){
            savable.Id = NextId;
          }
        }
      }
    }
 
    T dataContainer = new T();
 
    foreach(SaveEntity entity in Entities){
      entity.Save(this, dataContainer);
    }
 
    _saveDataContainer = dataContainer;
  }
 
  // 将_saveDataContainer中的数据载入到场景物体中
  public void Load(){
    foreach(SaveEntity entity in Entities){
      entity.Load(this, _saveDataContainer);
    }
  }
 
  public void LoadFromFile<T>() where T:SaveDataContainer
  {
    string json = File.ReadAllText(Path);
    SaveFileData data = JsonUtility.FromJson<SaveFileData>(json);
    _saveDataContainer = JsonUtility.FromJson<T>(data.DataContainer);
    _curId = data.CurId;
  }
 
  public void SaveToFile(){
    SaveFileData data = new SaveFileData();
    data.CurId = _curId;
    data.DataContainer = JsonUtility.ToJson(_saveDataContainer);
    string json = JsonUtility.ToJson(data);
    File.WriteAllText(Path, json);
  }
}

SaveDataContainer:

// 这个类型存储了实际的数据,相当于是一个数据库
[Serializable]
public class SaveDataContainer{
  // 这个中存储这实际物体的数据,需要将这个字典转换成数组并序列化
  private Dictionary<uint, IId> _data;
 
  public Dictionary<unit, IId> Data{get{return _data}}
 
  public IId GetData(uint id){
    return _data[id];
  }
 
  public void SetData(IId data){
    _data[data.Id] = data;
  }
}

好了,框架就讲到这里,接下来实现示例代码:

Unit:

[Serializable]
public class UnitSave:IId{
  [SerializeField]
  private uint _id;
  public uint PrefabId;
  public uint InventoryId;
  public int Hp;
  public int Level;
  public uint Id {get{return _id;}set{_id = value;}}
}
 
public class Unit:MonoBehaviour, ISavable{
  public int Hp;
  public int Level;
  public int PrefabId;
  public Inventory Inventory;
  
  public uint Id{get;set;}
  ISavable.DataType{get{return typeof(UnitSave);}}
  ISavable.DataContainerType{get{return typeof(ExampleSaveDataContainer);}}
  ISavable.Read(object data){
    UnitSave save = data as UnitSave;
    Hp = save.Hp;
    Level = save.Level;
  }
 
  ISavable.Write(object data){
    UnitSave save = data as UnitSave;
    save.Hp = Hp;
    save.Level = Level;
    save.InventoryId = Inventory.Id;
  }
}

Inventory: 

[Serializable]
public class InventorySave:IId{
  [SerializeField]
  private uint _id;
  public uint UnitId;
  public uint[] Items;
  public uint Id{get{return _id;}set{_id = value;}}
}
 
public class Inventory:MonoBehaviour, ISavable, ISavableContainer{
  public Unit Unit;
  public List<Item> Items;
 
  public uint Id{get;set;}
  ISavable.DataType{get{return typeof(InventorySave);}}
  ISavable.DataContainerType{get{return typeof(ExampleSaveDataContainer));}}
  ISavable.Read(object data){
    // 空
  }
  ISavable.Write(object data){
    InventorySave save = data as InventorySave;
    save.UnitId = Unit.Id;
    save.Items = Items.Select(item => item.Id).ToArray();
  }
 
  ISavableContainer.Savables{
    return Items;
  }
}

Item:

[Serializable]
public ItemSave: IId{
  [SerializeField]
  private uint _id;
  public uint PrefabId;
  public int Count;
  public uint Id{get{return _id;}set{_id = value;}}
}
 
// 道具并不是继承自MonoBehaviour的,是一个普通的类
public class Item:ISavable{
  // 道具源数据所在Prefab,用于重新创建道具
  public uint PrefabId;
  public int Count;
  public uint Id {get;set;}
 
  public uint Id{get;set;}
  ISavable.DataType{get{return typeof(ItemSave);}}
  ISavable.DataContainerType{get{return typeof(ExampleSaveDataContainer));}}
  ISavable.Read(object data){
    ItemSave save = data as ItemSave;
    Count = save.Count;
  }
  ISavable.Write(object data){
    ItemSave save = data as ItemSave;
    save.PrefabId = PrefabId;
    save.Count = Count;
  }
}

ExampleSaveDataContainer:

[Serializable]
public class ExampleSaveDataContainer: SaveDataContainer, ISerializationCallbackReceiver {
  public UnitSave[] Units;
  public ItemSave[] Items;
  public InventorySave[] Inventories;
 
  public void OnBeforeSerialize(){
    // 将Data字典中的数据复制到数组中,实现略过
  }
 
  public void OnAfterDeserialize(){
    // 将数组中的数据赋值到Data字典中,实现略过
  }
}

ExampleGame:

public class ExampleGame:MonoBehaviour{
 
  public void LoadGame(SaveFile file){
    // 从文件中读入数据到SaveDataContainer
    file.LoadFromFile<ExampleSaveDataContainer>();
    SaveDataContainer dataContainer = file.SaveDataContainer;
 
    // 创建所有物体并赋值相应Id
    Unit[] units = dataContainer.Units.Select(u=>CreateUnit(u));
    Item[] items = dataContainer.Items.Select(item=>CreateItem(item));
 
    // 将道具放入相应的道具栏中
    foreach(Unit unit in units){
      uint inventoryId = unit.Inventory.Id;
      InventorySave inventorySave = dataContainer.GetData(inventoryId);
      foreach(Item item in items.Where(i=>inventorySave.Items.Contains(i.Id))){
        unit.Inventory.Put(item);
      }
    }
 
    // 调用Load进行实际的数据载入
    file.Load();
  }
 
  public void SaveGame(SaveFile file){
    // 相对来说,存档的实现比载入简单了许多
    file.Save<ExampleSaveDataContainer>();
    file.SaveToFile();
  }
 
  public Unit CreateUnit(UnitSave save){
    Unit unit = Instantiate(GetPrefab(save.PrefabId)).GetComponent<Unit>();
    unit.Id = save.Id;
    unit.Inventory.Id = save.InventoryId;
    return unit;
  }
 
  public Item CreateItem(ItemSave save){
    Item item = GetPrefab(save.PrefabId).GetComponent<ItemPrefab>().CreateItem();
    item.Id = save.Id;
    return item;
  }
}

使用方法:

给单位Prefab中的Unit组件和Inventory组件所在的GameObject上放SaveEntity组件即可。

思考问题:

1.扩展功能,让SaveFile包含一个SaveDataContainer数组,这样子可以实现包含多个数据容器(数据库)的情况
2.对SaveFile存储内容进行压缩,减少存储体积
3.SaveFile存储到文件时进行加密,避免玩家修改存档
4.如何避免存储时候卡顿 

存储过程:

1.从场景中搜集数据到SaveFile中(SaveFile.Save),得到一个SaveFileData的数据
2.将SaveFileData序列化成一个json字符串
3.对字符串进行压缩
4.对压缩后的数据进行加密
5.将加密后的数据存储于文件 

可以发现,只要完成第1步,得到一个SaveFileData,实际上就已经完成了存档了,接下来实际上就是一个数据转换的过程。所以,这也给出了避免游戏卡顿的一种方法:

完成第一步之后,将后面的步骤全部都放到另一个线程里面处理。实际上,第一步的速度是相当快的。往往不会超过50ms,可以说,卡顿并不会很明显。

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