Unity3D 相关项目代码

一、Application.PresistentDataPath

注意最后面是没有/的

        public static string PresistentDataPathForEditor = "C:/Users/Administrator/AppData/LocalLow/DefaultCompany/工程名";
public static string PresistentDataPathForAndroid = "/mnt/sdcard/Android/data/包名/files";

2014-9-24日

有时候我们从Assert Stroe 导入一个包以后,下次创建工程可以再下面看到

Unity3D 相关项目代码

这些目录是在 : C:\Users\Administrator\AppData\Roaming\Unity\Asset Store 之下

二、序列化与反序列化

[Serializable]
public class CategoryBean { public string Name;
static string FileName
{
get
{
return Application.persistentDataPath + "/category.dat";
}
} public static void Load() {
Global.Category = new CategoryBean();
if (File.Exists(FileName))
{
try
{
using (FileStream fs = new FileStream(FileName, FileMode.Open, FileAccess.Read))
{
BinaryFormatter b = new BinaryFormatter();
Global.Category = (CategoryBean)b.Deserialize(fs);
}
}
catch (Exception ex)
{
Debuger.Log("Globals.load occurs an error:" + ex);
}
}
else{
Debuger.Log("Local file is null");
}
} public static void Save() {
if (Global.Category == null) return; try
{
using (FileStream fs = new FileStream(FileName, FileMode.Create, FileAccess.Write))
{
BinaryFormatter b = new BinaryFormatter();
b.Serialize(fs, Global.Category);
}
}
catch (Exception ex)
{
Debuger.Log("Globals.Save occurs an error:" + ex);
}
}
}

PS:

1)不能序列化类的静态字段,也不能序列静态类、抽象类和密封类。C#序列化标记只能对实例字段序列号或反序列化。
2)子类可以被序列化或反序列化。但子类的的静态字段仍然遵循1)点。
3)作为其他类中一个字段的类,如果不是静态类,可以被序列化或反序列化,被序列化的类仍然遵循1)。
public class Test : MonoBehaviour
{ public static List<Ser1> Ser1List = new List<Ser1>();
public static string PersistentFileName
{
get
{
return Application.persistentDataPath + "/" + "TEST" + ".dat";
}
} void OnGUI() {
if (GUI.Button(new Rect(, , , ), "SAVE")) {
Ser1.SaveInSerializable();
}
if (GUI.Button(new Rect(, , , ), "LOAD")){
Ser1.LoadFromSerializable();
Debug.Log(Ser1.initstring);
}
if (GUI.Button(new Rect(, , , ), "CHANGE"))
{
Ser1.initstring = "inittest";
Ser1List.Add(new Ser1() { Name = "test1" });
Ser1List.Add(new Ser1() { Name = "test2" });
Ser1List.Add(new Ser1() { Name = "test3" });
}
}
}
[Serializable]
public class Ser1
{
public static string initstring = string.Empty; public string Name; public static void LoadFromSerializable()
{
try
{
if (File.Exists(Test.PersistentFileName))
{
using (FileStream fs = new FileStream(Test.PersistentFileName, FileMode.Open, FileAccess.Read))
{
BinaryFormatter b = new BinaryFormatter();
Test.Ser1List = (List<Ser1>)b.Deserialize(fs);
}
}
}
catch (Exception ex)
{
//Debuger.Log("Globals.load occurs an error:" + ex);
throw new Exception("Globals.load occurs an error:" + ex);
}
} public static void SaveInSerializable( )
{
try
{
using (FileStream fs = new FileStream(Test.PersistentFileName, FileMode.Create, FileAccess.Write))
{
BinaryFormatter b = new BinaryFormatter();
b.Serialize(fs, Test.Ser1List);
}
}
catch (Exception ex)
{
Debuger.Log("Globals.Save occurs an error:" + ex);
}
} }

三、嵌套序列化测试通过

public class Test : MonoBehaviour {

    void Awake()
{
MyPerson.Load(); foreach (MyPerson item in Global.MyPersonArray)
{
Debug.Log(item.name);
foreach (Attribute item1 in item.list)
{
Debug.Log(item1.name);
}
}
}
void OnApplicationQuit()
{
MyPerson.Save();
}
}
[Serializable]
public class MyPerson
{
public string name; public List<Attribute> list = new List<Attribute>(); public MyPerson()
{
name = "test";
list.Add(new Attribute());
list.Add(new Attribute());
} public static string file = Application.persistentDataPath + "/test.dat"; public static void Load()
{
Global.MyPersonArray = new List<MyPerson>();
Global.MyPersonArray.Add(new MyPerson());
Global.MyPersonArray.Add(new MyPerson()); if (File.Exists(file))
{
try
{
using (FileStream fs = new FileStream(file, FileMode.Open, FileAccess.Read))
{
BinaryFormatter b = new BinaryFormatter();
Global.MyPersonArray = (List<MyPerson>)b.Deserialize(fs);
}
}
catch (Exception ex)
{
Debuger.Log("Globals.load occurs an error:" + ex);
}
}
else
{
Debuger.Log("Local file is null");
}
} public static void Save()
{ foreach (MyPerson item in Global.MyPersonArray)
{
item.name = "test5";
foreach (Attribute item1 in item.list)
{
item1.name = "Attribute5";
}
} try
{
using (FileStream fs = new FileStream(file, FileMode.Create, FileAccess.Write))
{
BinaryFormatter b = new BinaryFormatter();
b.Serialize(fs, Global.MyPersonArray);
}
}
catch (Exception ex)
{
Debuger.Log("Globals.Save occurs an error:" + ex);
}
} } [Serializable]
public class Attribute
{
public string name; public Attribute()
{
name = "Attribute";
}
}

四、动态生成赋值

public class Test : MonoBehaviour {

    public Test1 tmp;
void Awake() {
Test1 create = Instantiate(tmp) as Test1;
create.test = new GameObject("haha");
}
}
public class Test1 : MonoBehaviour { public GameObject test;
void Awake() {
//wait test != null
StartCoroutine(Test());
}
IEnumerator Test() {
while (test==null)
{
Debug.Log("now test = = null");
yield return ;
}
Debug.Log("now test ! = null"+test.name);
}
}

五、使用类来作为Dictionary的key

http://social.msdn.microsoft.com/forums/windowsapps/zh-cn/0b3ab162-7e2a-401e-842d-3e5dc93de228/c-dictionarytt-contains

public class Test : MonoBehaviour {

    void Awake(){
Dictionary<Model_Links, int> usedLinks = new Dictionary<Model_Links, int>(new MyComparer());
usedLinks.Add(new Model_Links() { id = , title = "title1", body = "boby1" }, );
usedLinks.Add(new Model_Links() { id = , title = "title2", body = "boby2" }, );
usedLinks.Add(new Model_Links() { id = , title = "title3", body = "boby3" }, );
usedLinks.Add(new Model_Links() { id = , title = "title4", body = "boby4" }, ); //对比的类
Model_Links test = new Model_Links() { id = , title = "title2", body = "boby1" }; //测试是否存在
Debug.Log(usedLinks.ContainsKey(test));
}
}
public partial class Model_Links
{
public int id { get; set; }
public string title { get; set; }
public string body { get; set; }
} public class MyComparer : IEqualityComparer<Model_Links>
{
public bool Equals(Model_Links x, Model_Links y)
{
return x.id == y.id && x.title == y.title && x.body == y.body;
} public int GetHashCode(Model_Links obj)
{
return obj.id.GetHashCode() ^ obj.title.GetHashCode() ^ obj.body.GetHashCode();
}
}

六、文件流操作提醒

if (!File.Exists(Global.VersionLogFileName)) {
//Debuger.Log("first time");
FileStream fs = File.Create(Global.VersionLogFileName);
//这里要记得关闭这个流,不然的话如果之后由写入操作会引发IO 异常
fs.Close();
return null;
}

七、typeof(T) 与 GetType()的区别

简明表达区别: 
同点:两者都是返回类型Type 
异同:typeof(T),该T,就是一个类型如:class A{},定义了一个A类,如果想获取该A的Type值,就直接typeof(A)即可。 
而GetType()是这样的,class A{},定义了一个A类,定对A类实例化成一个a: A a = new A();这时如果想获取该a的Type值,就直接用a的.GetType()即可。如:a.GetType(); 
所以用GetType之前必须实例化

八、

  

/// <summary>
/// 判断输入的字符串是否只包含数字和英文字母
/// </summary>
/// <param name="input"></param>
/// <returns></returns>
public static bool IsNumAndEnCh(string input)
{
string pattern = @"^[A-Za-z0-9]+$";
Regex regex = new Regex(pattern);
return regex.IsMatch(input);
}

  

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