Не знаете, почему мой код не работает, поскольку я следил за примерами, которые я нашел. Попытка заставить мою игру iOS сохранять и загружать данные обратно с помощью Unity3D, но не используя player.prefs.Сохранение и загрузка данных игры не работает
На сцены я это
void OnDisable(){
GameController.Save();
}
void OnEable(){
GameController.Load();
}
Game Controller представляет собой статический метод ..
static public void Save()
{
Debug.Log("Saving Player Data...");
print ("Saving Player Data...");
var bf = new BinaryFormatter();
var file = File.Create(Application.persistentDataPath + "/CatEscapeInfo.dat");
var data = new PlayerData
{
PlayerLives = PlayerLives,
Score = Score,
Distance = Distance,
CurrentLevelNo = CurrentLevelNo,
HighestLevelCompleted = HighestLevelCompleted
};
bf.Serialize(file, data);
file.Close();
//PlayerPrefs.SetString (data);
Debug.Log ("Player Data Saved: " + PlayerLives + ", " + Score);
print ("Player Data Saved: " + PlayerLives + ", " + Score);
}
static public void Load()
{
Debug.Log("Loading Player Data...");
if (File.Exists(Application.persistentDataPath + "/CatEscapeInfo.dat"))
{
var bf = new BinaryFormatter();
var file = File.Open(Application.persistentDataPath + "/CatEscapeInfo.dat", FileMode.Open);
var data = bf.Deserialize(file) as PlayerData;
file.Close();
Debug.Log("Player Data Loaded: " + data.PlayerLives + ", " + data.Score);
print ("Player Data Loaded: " + data.PlayerLives + ", " + data.Score);
if (data != null)
{
PlayerLives = data.PlayerLives;
Score = data.Score;
Distance = data.Distance;
CurrentLevelNo = data.CurrentLevelNo;
HighestLevelCompleted = data.HighestLevelCompleted;
}
}
}
Даже если у меня есть этот код работает, когда я вручную закрыть игру на прошивке и принести он поддерживает его никогда не загружает игру обратно в статистику, которую он имел. Любые мысли? Я что-то упускаю?
Обновление: В iOS XCode я нахожу, что он выплевывает эту трассировку стека при попытке «загрузить», хотя в этой точке файл еще не существует.
На Загрузка Это Трассировка стека:
> (Filename:
> /Applications/buildAgent/work/d63dfc6385190b60/artifacts/iPhonePlayer-armv7Generated/UnityEngineDebug.cpp
> Line: 49)
>
> SerializationException: Unexpected binary element: 255 at
> System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject
> (BinaryElement element, System.IO.BinaryReader reader, System.Int64&
> objectId, System.Object& value,
> System.Runtime.Serialization.SerializationInfo& info) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject
> (BinaryElement element, System.IO.BinaryReader reader) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph
> (BinaryElement elem, System.IO.BinaryReader reader, Boolean
> readHeaders, System.Object& result,
> System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize
> (System.IO.Stream serializationStream,
> System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize
> (System.IO.Stream serializationStream) [0x00000] in <filename
> unknown>:0 at GameController.Load() [0x00000] in <filename
> unknown>:0 at GameController.OnEnable() [0x00000] in <filename
> unknown>:0 (Filename: Line: -1)
о сохранении Это Трассировка стека:
> Saving Player Data... UnityEngine.Debug:Internal_Log(Int32, String,
> Object) UnityEngine.Debug:Log(Object)
> UnityEngine.MonoBehaviour:print(Object) GameController:Save()
> GameController:OnDisable() UnityEngine.Object:Destroy(Object, Single)
> UnityEngine.Object:Destroy(Object) GameController:Awake() (Filename:
> /Applications/buildAgent/work/d63dfc6385190b60/artifacts/iPhonePlayer-armv7Generated/UnityEngineDebug.cpp
> Line: 49)
>
> ExecutionEngineException: Attempting to JIT compile method
> 'PlayerData__TypeMetadata4:.ctor()' while running with --aot-only.
>
> at System.Reflection.MonoCMethod.Invoke (System.Object obj,
> BindingFlags invokeAttr, System.Reflection.Binder binder,
> System.Object[] parameters, System.Globalization.CultureInfo culture)
> [0x00000] in <filename unknown>:0 Rethrow as
> TargetInvocationException: Exception has been thrown by the target of
> an invocation. at System.Reflection.MonoCMethod.Invoke
> (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder
> binder, System.Object[] parameters, System.Globalization.CultureInfo
> culture) [0x00000] in <filename unknown>:0 at
> System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr,
> System.Reflection.Binder binder, System.Object[] parameters,
> System.Globalization.CultureInfo culture) [0x00000] in <filename
> unknown>:0 at System.Reflection.ConstructorInfo.Invoke
> (System.Object[] parameters) [0x00000] in <filename unknown>:0 at
> System.Activator.CreateInstance (System.Type type, Boolean nonPublic)
> [0x00000] in <filename unknown>:0 at
> System.Activator.CreateInstance (System.Type type) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.CreateMemberTypeMetadata
> (System.Type type) [0x00000] in <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.GetObjectData
> (System.Object obj,
> System.Runtime.Serialization.Formatters.Binary.TypeMetadata& metadata,
> System.Object& data) [0x00000] in <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject
> (System.IO.BinaryWriter writer, Int64 id, System.Object obj) [0x00000]
> in <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance
> (System.IO.BinaryWriter writer, System.Object obj, Boolean
> isValueObject) [0x00000] in <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects
> (System.IO.BinaryWriter writer) [0x00000] in <filename unknown>:0
> at
> System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph
> (System.IO.BinaryWriter writer, System.Object obj,
> System.Runtime.Remoting.Messaging.Header[] headers) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize
> (System.IO.Stream serializationStream, System.Object graph,
> System.Runtime.Remoting.Messaging.Header[] headers) [0x00000] in
> <filename unknown>:0 at
> System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize
> (System.IO.Stream serializationStream, System.Object graph) [0x00000]
> in <filename unknown>:0 at GameController.Save() [0x00000] in
> <filename unknown>:0 at GameController.OnDisable() [0x00000] in
> <filename unknown>:0 UnityEngine.Object:Destroy(Object, Single)
> UnityEngine.Object:Destroy(Object) GameController:Awake()
Это было на 100%. Спасибо! Добавив это к Awake, он исправил это. – Mastro