04 / 07 · 10 分钟
导出到手机
保存进度
到目前为止的项目
Assets/
Scenes/
Arena.unity
Knight
Scripts/
CharacterStats.csEquipment.csSaveData.csSaveSystem.csGameSession.cs
你已经有的这一课新增
手游会不停地被打断:来电话、来通知,系统还会为了腾内存直接把应用杀掉。如果一关应用就丢进度,没有人会再回来玩。
动态图解
把一个普通的 C# 类转成 JSON,写进 persistentDataPath,下次启动时再读回来。
用 PlayerPrefs 还是用文件?
✓ PlayerPrefs
只有三种类型(int、float、string),没有结构,存在 registry 或 plist 文件里。放音量滑块和 Invert Y 很合适,放游戏状态就非常糟。
✓ JSON file
整棵对象树放进一个文件,能打开查看、能备份、能标 version。这才是真正意义上的存档文件。
第 1 步 —— 一个纯数据 class
存档类里只放值,不放 MonoBehaviour。GameObject 没法被 serialise,所以改成把重建它所需的信息记下来。
SaveData.cs
using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class SaveData
{
public int version = 1; // bump this when the shape changes
public int level = 1;
public float health = 100f;
public int gold;
public float playTimeSeconds;
public string sceneName = "Arena";
public Vector3 playerPosition; // Unity serialises Vector3 fine
public List<string> ownedArtifacts = new List<string>();
public List<string> equippedArtifacts = new List<string>();
public string savedAtUtc = "";
}第 2 步 —— 写入和读取
SaveSystem.cs
using System;
using System.IO;
using UnityEngine;
public static class SaveSystem
{
// the ONLY folder you are allowed to write to on iOS and Android
private static string Path => System.IO.Path.Combine(Application.persistentDataPath, "save.json");
public static bool Exists => File.Exists(Path);
public static void Save(SaveData data)
{
data.savedAtUtc = DateTime.UtcNow.ToString("o");
string json = JsonUtility.ToJson(data, prettyPrint: true);
string temp = Path + ".tmp";
// if the phone dies mid-write, the old save is still intact
File.WriteAllText(temp, json);
File.Copy(temp, Path, overwrite: true);
File.Delete(temp);
Debug.Log("Saved to " + Path);
}
public static SaveData Load()
{
if (!Exists) return new SaveData(); // first run
try
{
string json = File.ReadAllText(Path);
SaveData data = JsonUtility.FromJson<SaveData>(json);
return Migrate(data);
}
catch (Exception e)
{
// a corrupt save must never brick the game
Debug.LogError("Save file unreadable, starting fresh: " + e.Message);
File.Move(Path, Path + ".broken");
return new SaveData();
}
}
public static void Delete()
{
if (Exists) File.Delete(Path);
}
/// old saves must keep working after you ship an update
private static SaveData Migrate(SaveData data)
{
if (data.version < 1)
{
data.gold = 0;
data.version = 1;
}
return data;
}
}Application.persistentDataPath 是手机上唯一能写的目录。Application.dataPath 在应用包里面,只能读。
先写临时文件再交换,是为了防止写到一半被系统杀掉,留下一个写坏的存档。
Load 一定要用 try/catch 包住。文件坏了打不开游戏的玩家,只会留下一个一星评价。
version 字段现在几乎不花什么成本,等你在 1.3 版本加新字段那天,它会救你一命。
第 3 步 —— 在正确的时机保存
别每帧都存,但也别只在玩家点按钮的时候才存 —— 在手机上,他们根本来不及点。
GameSession.cs
using UnityEngine;
public class GameSession : MonoBehaviour
{
public static GameSession Instance { get; private set; }
public SaveData Data { get; private set; }
[SerializeField] private CharacterStats playerStats; // the Knight's
[SerializeField] private Transform player;
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
Data = SaveSystem.Load();
Apply(Data);
}
void Update() => Data.playTimeSeconds += Time.deltaTime;
void Collect()
{
Data.health = playerStats.currentHealth;
Data.playerPosition = player.position;
Data.sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
}
void Apply(SaveData d)
{
playerStats.currentHealth = d.health;
if (d.playerPosition != Vector3.zero) player.position = d.playerPosition;
}
/// fires when the app goes to the background — THIS is the important one on mobile
void OnApplicationPause(bool paused)
{
if (paused) { Collect(); SaveSystem.Save(Data); }
}
/// desktop and a graceful exit
void OnApplicationQuit()
{
Collect();
SaveSystem.Save(Data);
}
}靠检查点存档,别把自动保存刷屏
玩家进入新区域、打完一场战斗、买了东西,或者应用被切到后台时,就存一次。
写一个小 JSON 文件大概一毫秒,但一秒写 60 次照样会把闪存磨坏。
存完闪一下“已保存”的小提示,半秒就够。玩家不信任那些看不见存档动作的游戏。
找到那个文件来调试
terminal
# print the path from inside the game
Debug.Log(Application.persistentDataPath);
# Android — pull the save off the device
adb shell run-as com.yourstudio.yourgame cat files/save.json
# Editor paths
# macOS ~/Library/Application Support/CompanyName/ProductName/
# Windows %USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\