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Unity實現遊戲存檔框架

最近重構了一下我的存檔框架。我在這裡對實現方法進行簡單的解析。注意這裡主要演示演算法,所以,效率上並不是最佳。一個遊戲中,可能有成百上千個物體需要儲存,而且有幾十種類型,接下來就用一個簡單的例子來解釋。一個很簡單的例子,有一個Unit(單位)型別,有一個Inventory(揹包)型別,有一個Item(道具)型別。

接下來先介紹框架中最重要的介面,ISavable,表示這個型別可以存檔

public interface ISavable{
 uint Id {get; set;}
 Type DataType {get;} // 存檔資料型別
 Type DataContainerType {get;} // 存檔資料容器型別
 void Read(object data);
 void Write(object data);
}

ISavableContainer,用來返回一組ISavable的容器:

public interface ISavableContainer{
  IEnumerable<ISavable> Savables;
}

IId,具有Id的介面:

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

SaveEntity,這是一個MonoBehaviour,將這個元件放到需要存檔的GameObject上就可以實現該GameObject的存檔了,這是最核心的類之一:

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代表一個檔案

[Serializable]
public class SaveFileData{
  public uint CurId;
  public string DataContainer;
}
 
// 代表一個存檔檔案
public class SaveFile: MonoBehaviour{
  // 包含實際資料的資料類
  private SaveDataContainer _saveDataContainer;
  private uint _curId;
 
  public string Path{get;set;}
  public SaveDataContainer SaveDataContainer{get{return _saveDataContainer;}}
 
  private uint NextId{get{return ++_curId;}}
 
  // 得到場景裡所有的SaveEntity
  private IEnumerable<SaveEntity> GetEntities(){
    // 實現略過
  }
  
  // 將場景物體中的資料存入到_saveDataContainer中
  public void Save<T>() where T:SaveDataContainer,new()
  {
    // 一輪Id賦值,保證Id為0的所有ISavable都賦值一個新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;
  }
 
  // 將_saveDataContainer中的資料載入到場景物體中
  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:

// 這個型別儲存了實際的資料,相當於是一個數據庫
[Serializable]
public class SaveDataContainer{
  // 這個中儲存這實際物體的資料,需要將這個字典轉換成陣列並序列化
  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,框架就講到這裡,接下來實現示例程式碼:

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;}}
}
 
// 道具並不是繼承自MonoBehaviour的,是一個普通的類
public class Item:ISavable{
  // 道具源資料所在Prefab,用於重新建立道具
  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(){
    // 將Data字典中的資料複製到陣列中,實現略過
  }
 
  public void OnAfterDeserialize(){
    // 將陣列中的資料賦值到Data字典中,實現略過
  }
}

ExampleGame:

public class ExampleGame:MonoBehaviour{
 
  public void LoadGame(SaveFile file){
    // 從檔案中讀入資料到SaveDataContainer
    file.LoadFromFile<ExampleSaveDataContainer>();
    SaveDataContainer dataContainer = file.SaveDataContainer;
 
    // 建立所有物體並賦值相應Id
    Unit[] units = dataContainer.Units.Select(u=>CreateUnit(u));
    Item[] items = dataContainer.Items.Select(item=>CreateItem(item));
 
    // 將道具放入相應的道具欄中
    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);
      }
    }
 
    // 呼叫Load進行實際的資料載入
    file.Load();
  }
 
  public void SaveGame(SaveFile file){
    // 相對來說,存檔的實現比載入簡單了許多
    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:

給單位Prefab中的Unit元件和Inventory元件所在的GameObject上放SaveEntity元件即可。

思考問題:

1.擴充套件功能,讓SaveFile包含一個SaveDataContainer陣列,這樣子可以實現包含多個數據容器(資料庫)的情況
2.對SaveFile儲存內容進行壓縮,減少儲存體積
3.SaveFile儲存到檔案時進行加密,避免玩家修改存檔
4.如何避免儲存時候卡頓

儲存過程:

1.從場景中搜集資料到SaveFile中(SaveFile.Save),得到一個SaveFileData的資料
2.將SaveFileData序列化成一個json字串
3.對字串進行壓縮
4.對壓縮後的資料進行加密
5.將加密後的資料儲存於檔案

可以發現,只要完成第1步,得到一個SaveFileData,實際上就已經完成了存檔了,接下來實際上就是一個數據轉換的過程。所以,這也給出了避免遊戲卡頓的一種方法:

完成第一步之後,將後面的步驟全部都放到另一個執行緒裡面處理。實際上,第一步的速度是相當快的。往往不會超過50ms,可以說,卡頓並不會很明顯。

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。