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Unity实现游戏存档框架

2020-04-15 12:03 92 查看

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。

以上就是本文的全部内容,希望对大家的学习有所帮助

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标签:  Unity 游戏存档