遊戲中保存數據的途徑有三種:
PlayerPrefs與配置文件的缺點
Scriptable優點:
定義可序列化類
public class TestScriptable : ScriptableObject
{
public int id;
public List<MyClass> lst;
}
// Scriptable引用到的類,要聲明爲Serializable
[Serializable]
public class MyClass
{
}
生成本地Scriptable asset
[MenuItem("Assets/Create/CreateSO")]
public static void CreateSO()
{
TestScriptable s = ScriptableObject.CreateInstance<TestScriptable>();
AssetDatabase.CreateAsset(s, "Assets/Resources/test.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
使用AssetDatabase加載
TestScriptable ts = AssetDatabase.LoadAssetAtPath("Assets/Resources/test.asset", typeof(ScriptableObject)) as TestScriptable;
Debug.Log(ts.id);
使用Resource加載
TestScriptable ts = Resources.Load("test") as TestScriptable;
Debug.Log(ts.id);
使用www加載
IEnumerator Start ()
{
WWW www = new WWW("file://" + Application.dataPath + "/test.assetbundle");
yield return www;
TestScriptable ts = www.assetBundle.mainAsset as TestScriptable;
Debug.Log(ts.id);
}
https://docs.unity3d.com/560/Documentation/Manual/class-ScriptableObject.html