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游戏存储工具类

时间:2014-02-13 11:09:04      阅读:494      评论:0      收藏:0      [点我收藏+]
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using UnityEngine;
using System.Collections;
using System.Xml;
using System.Collections.Generic;
using System.Reflection;
using System;
/// <summary>
/// 游戏存储读取工具类
/// </summary>
public class Record {
     
    /// <summary>
    /// 存档名称
    /// </summary>
    public static string RecordName;
     
    /// <summary>
    /// 切换场景
    /// </summary>
    public static void ChangeScene(Character player,string nextLevel,string index){
        UILocation.locationID = index;
        SaveGame(player,"Temp");
        PlayerPrefs.SetString("LevelName",nextLevel);
        Application.LoadLevel("Load");
    }
     
    /// <summary>
    /// 存储信息(临时)
    /// </summary>
    public static void SaveGame(Character player){
        SaveGame(player,"Temp");
    }
     
    /// <summary>
    /// 存储信息(指定)
    /// </summary>
    public static void SaveGame(Character player, string index){
        SaveRecord(player,index);
        //玩家数据存储
        string data = "<?xml version=‘1.0‘ encoding=‘utf-8‘?>";
        data += "<Player>";
        data += saveSystem(player);
        data += saveBaseInfo(player);
        data += saveItems(player);
        data += saveSkills(player);
        data += saveTask(player);
        data += saveAttendant(player);
        data += saveHotSkill();
        data += "</Player>";
        //获取文件路径
        string filePath = "//Save//Record_" +index;
        Persistence.CreateXML(filePath,data);
        Debug.Log("Save :"+filePath);
    }
     
    /// <summary>
    /// 存档记录
    /// </summary>
    public static void SaveRecord(Character player,string index){
        //保存图片
        CaptureScreen.SaveCapture(index);
         
        //存储XML
        XmlDocument xml = new XmlDocument();
        string xmlPath = Application.dataPath + "//StreamingAssets//Xml//Persistence//Save//Record.xml";
        xml.Load(xmlPath);
         
        string xmlStr = "<?xml version=‘1.0‘ encoding=‘utf-8‘?>";
        xmlStr += "<records>";
        XmlNodeList records = xml.SelectSingleNode("records").ChildNodes;
        for(int i = 0; i < records.Count; i++){
            xmlStr += "<record>";
            XmlNodeList recordList = records.Item(i).ChildNodes;
            if(recordList.Item(0).InnerText == index){
                DateTime date = System.DateTime.Now;
                string dateStr = date.Year+" / "+date.Month+" / "+date.Day;
                xmlStr += "<index>"+index+"</index>";
                xmlStr += "<savePic>"+index+"</savePic>";
                xmlStr += "<character>"+player.realname+"</character>";
                xmlStr += "<date>"+dateStr+"</date>";
                xmlStr += "<level>等 级 "+player.level+"</level>";
                xmlStr += "<location>"+UILocation.LocationLabel.text+"</location>";
                xmlStr += "<savenum>存 档 "+index+"</savenum>";
                xmlStr += "<time>"+WeatherManager.GetGameTime()+"</time>";
            }else{
                xmlStr += "<index>"+recordList.Item(0).InnerText+"</index>";
                xmlStr += "<savePic>"+recordList.Item(1).InnerText+"</savePic>";
                xmlStr += "<character>"+recordList.Item(2).InnerText+"</character>";
                xmlStr += "<date>"+recordList.Item(3).InnerText+"</date>";
                xmlStr += "<level>"+recordList.Item(4).InnerText+"</level>";
                xmlStr += "<location>"+recordList.Item(5).InnerText+"</location>";
                xmlStr += "<savenum>"+recordList.Item(6).InnerText+"</savenum>";
                xmlStr += "<time>"+recordList.Item(7).InnerText+"</time>";
            }
            xmlStr += "</record>";
        }
        xmlStr += "</records>";
        Persistence.CreateXML("//Save//Record",xmlStr);
    }
     
    /// <summary>
    /// 读取存档记录
    /// </summary>
    public static XmlNodeList LoadRecord(string index){
        XmlNodeList list = null;
         
        XmlDocument xml = new XmlDocument();
        string xmlPath = Application.dataPath + "//StreamingAssets//Xml//Persistence//Save//Record.xml";
        xml.Load(xmlPath);
         
        XmlNodeList records = xml.SelectSingleNode("records").ChildNodes;
        for(int i = 0; i < records.Count; i++){
            XmlNodeList recordList = records.Item(i).ChildNodes;
            if(recordList.Item(0).InnerText == index){
                list = recordList;
            }
        }
        return list;
    }
     
    /// <summary>
    /// 用户读取信息(指定)
    /// </summary>
    public static void LoadGame(){
        if(Record.RecordName == null)
            Record.RecordName = "Temp";
         
        string index = Record.RecordName;
        Transform player = GameObject.FindGameObjectWithTag("Player").transform;
        //获取文件路径,解析XML,读取记录
        XmlDocument xml = new XmlDocument();
        string filePath = Application.dataPath + "//StreamingAssets//Xml//Persistence//Save//Record_"+index+".xml";
        xml.Load(filePath);
        XmlNodeList PlayerInfo = xml.SelectSingleNode("Player").ChildNodes;
         
        //①加载系统信息
        XmlNodeList systemInfo = PlayerInfo.Item(0).ChildNodes;
        loadSystem(systemInfo);
         
        //②初始化起始位置
        string locationID = UILocation.locationID;
        if(locationID != null){
            GameObject location = GameObject.Find(locationID);
            if(location != null){
                player.position = location.transform.position;
            }
        }
         
        //③加载角色基本信息
        XmlNodeList baseInfo = PlayerInfo.Item(1).ChildNodes;
        string characterName = getCharacterName(baseInfo);
         
        //④实例化模型对象,设置层级关系
        GameObject prefab = ResourceManager.GetCharacterObj(characterName);
        GameObject character = GameObject.Instantiate(prefab,player.position,player.rotation) as GameObject;
        character.transform.parent = player;
         
        //⑤添加角色信息组件
        Character ct = player.gameObject.AddComponent(characterName) as Character;
        loadBaseInfo(baseInfo,ct);
        ct.mapIconType = MapIconType.Player;
         
        //⑥加载其他信息,如道具、技能、任务、同伴、快捷键
        if(PlayerInfo.Count > 2){
            loadItems(PlayerInfo.Item(2).ChildNodes,ct);
            loadSkills(PlayerInfo.Item(3).ChildNodes,ct);
            loadTask(PlayerInfo.Item(4).ChildNodes,ct);
            loadAttendant(PlayerInfo.Item(5).ChildNodes,ct);
            loadHotSkill(PlayerInfo.Item(6).ChildNodes,ct);
        }
         
        //⑦添加控制器组件
        player.gameObject.AddComponent<PlayControl>();
         
        //⑧添加人物预览
        GameObject characterModel = GameObject.Find("CharacterModel") as GameObject;
        GameObject model = GameObject.Instantiate(prefab) as GameObject;
        model.transform.parent = characterModel.transform;
         
        model.transform.localPosition = new Vector3(0f,0f,0f);
        model.transform.rotation = new Quaternion(0f,-180f,0f,0f);
        Vector3 scale = Vector3.zero;
        switch(ct.name){
            case "Paladin": scale = new Vector3(210f,150f,210f); break;
            case "Berserker": scale = new Vector3(180f,120f,180f); break;
        }
        model.transform.localScale = scale;
        model.name = "model";
        setLayer(model.transform,characterModel.layer);
         
        Debug.Log("Load :"+filePath);
    }
     
    /// <summary>
    /// 设置层为NGUI
    /// </summary>
    static void setLayer(Transform model,int layer){
        foreach(Transform t in model.transform){
            t.gameObject.layer = layer;
            setLayer(t,layer);
        }
    }
     
    /// <summary>
    /// 获取记录的角色类型
    /// </summary>
    static string getCharacterName(XmlNodeList list){
        return list.Item(1).InnerText;
    }
     
    /// <summary>
    /// 获取地图信息
    /// </summary>
    public static string getLevelName(string index){
        //获取文件路径,解析XML,读取记录
        XmlDocument xml = new XmlDocument();
        string filePath = Application.dataPath + "//StreamingAssets//Xml//Persistence//Save//Record_"+index+".xml";
        xml.Load(filePath);
         
        XmlNodeList systemInfo = xml.SelectSingleNode("Player").ChildNodes.Item(0).ChildNodes;
        return systemInfo.Item(1).InnerText;
    }
     
    /// <summary>
    /// 保存系统信息
    /// </summary>
    static string saveSystem(Character ct){
        string xml = "";
        xml += "<system>";
        xml += "<worldTime>"+WeatherManager.WorldTime+"</worldTime>";
        xml += "<levelName>"+Application.loadedLevelName+"</levelName>";
        xml += "<locationID>"+UILocation.locationID+"</locationID>";
        xml += "</system>";
        return xml;
    }
     
    /// <summary>
    /// 加载系统信息
    /// </summary>
    static void loadSystem(XmlNodeList list){
        WeatherManager.WorldTime = float.Parse(list.Item(0).InnerText);
        string id = list.Item(2).InnerText;
        UILocation.locationID = id;
    }
     
    /// <summary>
    /// 保存角色基本信息
    /// </summary>
    static string saveBaseInfo(Character ct){
        string baseInfo = "";
        baseInfo += "<baseInfo>";
         
        #region 角色信息
        baseInfo += "<id>"+ct.id+"</id>";
        baseInfo += "<name>"+ct.name+"</name>";
        baseInfo += "<realname>"+ct.realname+"</realname>";
        baseInfo += "<teamType>"+(int)ct.teamType+"</teamType>";
        baseInfo += "<occupation>"+(int)ct.occupation+"</occupation>";
        baseInfo += "<portrait>"+ct.portrait+"</portrait>";
        baseInfo += "<introduction>"+ct.introduction+"</introduction>";
        baseInfo += "<fightGrade>"+(int)ct.fightGrade+"</fightGrade>";
        #endregion
         
        #region 基础属性
        baseInfo += "<level>"+ct.level+"</level>";
        baseInfo += "<exp>"+ct.exp+"</exp>";
        baseInfo += "<point>"+ct.point+"</point>";
        baseInfo += "<skillPoint>"+ct.skillPoint+"</skillPoint>";
        baseInfo += "<power>"+ct.power+"</power>";
        baseInfo += "<strength>"+ct.strength+"</strength>";
        baseInfo += "<intelligence>"+ct.intelligence+"</intelligence>";
        baseInfo += "<dexterity>"+ct.dexterity+"</dexterity>";
         
        baseInfo += "<health_max>"+ct.health_max+"</health_max>";
        baseInfo += "<health_cur>"+ct.health_cur+"</health_cur>";
        baseInfo += "<health_restore>"+ct.health_restore+"</health_restore>";
        baseInfo += "<magic_max>"+ct.magic_max+"</magic_max>";
        baseInfo += "<magic_cur>"+ct.magic_cur+"</magic_cur>";
        baseInfo += "<magic_restore>"+ct.magic_restore+"</magic_restore>";
         
        baseInfo += "<damage_max>"+ct.damage_max+"</damage_max>";
        baseInfo += "<damage_min>"+ct.damage_min+"</damage_min>";
        baseInfo += "<defence>"+ct.defence+"</defence>";
        baseInfo += "<magic_power>"+ct.magic_power+"</magic_power>";
        baseInfo += "<magic_resist>"+ct.magic_resist+"</magic_resist>";
         
        baseInfo += "<crit>"+ct.crit+"</crit>";
        baseInfo += "<crit_damage>"+ct.crit_damage+"</crit_damage>";
        baseInfo += "<speed>"+ct.speed+"</speed>";
        baseInfo += "<attackSpeed>"+ct.attackSpeed+"</attackSpeed>";
        baseInfo += "<maxAttackDistance>"+ct.maxAttackDistance+"</maxAttackDistance>";
        baseInfo += "<rotationSpeed>"+ct.rotationSpeed+"</rotationSpeed>";
         
        baseInfo += "<resist_fire>"+ct.resist_fire+"</resist_fire>";
        baseInfo += "<resist_forzen>"+ct.resist_forzen+"</resist_forzen>";
        baseInfo += "<resist_lighting>"+ct.resist_lighting+"</resist_lighting>";
        baseInfo += "<resist_poison>"+ct.resist_poison+"</resist_poison>";
        baseInfo += "<resist_holy>"+ct.resist_holy+"</resist_holy>";
        baseInfo += "<resist_dark>"+ct.resist_dark+"</resist_dark>";
         
        baseInfo += "<leadership>"+ct.leadership+"</leadership>";
        baseInfo += "<requiredLeadership>"+ct.requiredLeadership+"</requiredLeadership>";
        #endregion
         
        #region 升级成长率
        baseInfo += "<power_up>"+(int)ct.power_up+"</power_up>";
        baseInfo += "<strength_up>"+(int)ct.strength_up+"</strength_up>";
        baseInfo += "<intelligence_up>"+(int)ct.intelligence_up+"</intelligence_up>";
        baseInfo += "<dexterity_up>"+(int)ct.dexterity_up+"</dexterity_up>";
        baseInfo += "<baseExp>"+ct.baseExp+"</baseExp>";
        #endregion
         
        #region 辅助信息
        baseInfo += "<isLive>"+ct.isLive+"</isLive>";
        baseInfo += "<isInit>"+ct.isInit+"</isInit>";
        #endregion
         
        baseInfo += "</baseInfo>";
        return baseInfo;
    }
     
    /// <summary>
    /// 加载角色基本信息
    /// </summary>
    static void loadBaseInfo(XmlNodeList list,Character ct){
        #region 角色信息
        ct.id = list.Item(0).InnerText;
        ct.name = list.Item(1).InnerText;
        ct.realname = list.Item(2).InnerText;
        ct.teamType = (TeamType)int.Parse(list.Item(3).InnerText);
        ct.occupation = (Occupation)int.Parse(list.Item(4).InnerText);
        ct.portrait = list.Item(5).InnerText;
        ct.introduction = list.Item(6).InnerText;
        ct.fightGrade = (FightGrade)int.Parse(list.Item(7).InnerText);
        #endregion
         
        #region 基础属性
        ct.level = int.Parse(list.Item(8).InnerText);
        ct.exp = int.Parse(list.Item(9).InnerText);
        ct.point = int.Parse(list.Item(10).InnerText);
        ct.skillPoint = int.Parse(list.Item(11).InnerText);
        ct.power = float.Parse(list.Item(12).InnerText);
        ct.strength = float.Parse(list.Item(13).InnerText);
        ct.intelligence = float.Parse(list.Item(14).InnerText);
        ct.dexterity = float.Parse(list.Item(15).InnerText);
         
        ct.health_max = float.Parse(list.Item(16).InnerText);
        ct.health_cur = float.Parse(list.Item(17).InnerText);
        ct.health_restore = float.Parse(list.Item(18).InnerText);
        ct.magic_max = float.Parse(list.Item(19).InnerText);
        ct.magic_cur = float.Parse(list.Item(20).InnerText);
        ct.magic_restore = float.Parse(list.Item(21).InnerText);
         
        ct.damage_max = float.Parse(list.Item(22).InnerText);
        ct.damage_min = float.Parse(list.Item(23).InnerText);
        ct.defence = float.Parse(list.Item(24).InnerText);
        ct.magic_power = float.Parse(list.Item(25).InnerText);
        ct.magic_resist = float.Parse(list.Item(26).InnerText);
         
        ct.crit = float.Parse(list.Item(27).InnerText);
        ct.crit_damage = float.Parse(list.Item(28).InnerText);
        ct.speed = float.Parse(list.Item(29).InnerText);
        ct.attackSpeed = float.Parse(list.Item(30).InnerText);
        ct.maxAttackDistance = float.Parse(list.Item(31).InnerText);
        ct.rotationSpeed = float.Parse(list.Item(32).InnerText);
         
        ct.resist_fire = int.Parse(list.Item(33).InnerText);
        ct.resist_forzen = int.Parse(list.Item(34).InnerText);
        ct.resist_lighting = int.Parse(list.Item(35).InnerText);
        ct.resist_poison = int.Parse(list.Item(36).InnerText);
        ct.resist_holy = int.Parse(list.Item(37).InnerText);
        ct.resist_dark = int.Parse(list.Item(38).InnerText);
         
        ct.leadership =  int.Parse(list.Item(39).InnerText);
        ct.requiredLeadership =  int.Parse(list.Item(40).InnerText);
        #endregion
         
        #region 升级成长率
        ct.power_up = (GrowthGrade)int.Parse(list.Item(41).InnerText);
        ct.strength_up = (GrowthGrade)int.Parse(list.Item(42).InnerText);
        ct.intelligence_up = (GrowthGrade)int.Parse(list.Item(43).InnerText);
        ct.dexterity_up = (GrowthGrade)int.Parse(list.Item(44).InnerText);
        ct.baseExp = int.Parse(list.Item(45).InnerText);
        #endregion
         
        #region 辅助信息
        ct.isLive = bool.Parse(list.Item(46).InnerText);
        ct.isInit = bool.Parse(list.Item(47).InnerText);
        #endregion
    }
     
    /// <summary>
    /// 保存道具信息
    /// </summary>
    static string saveItems(Character ct){
        string itemsXML = "";
        ItemManager itemManager = ct.itemManager;
         
        if(itemManager != null){
            itemsXML += "<items>";
            itemsXML += "<money>"+itemManager.Money+"</money>";
            itemsXML += "<itemCount>"+itemManager.items.Length+"</itemCount>";
            itemsXML += "<equipCount>"+itemManager.equipments.Length+"</equipCount>";
             
            //保存道具信息
            Item[] items = itemManager.items;
            itemsXML += "<list>";
            for(int i = 0; i < items.Length; i++){
                Item item = items[i];
                if(item != null){
                    itemsXML += "<item>";
                    itemsXML += "<index>"+i+"</index>";
                    itemsXML += "<name>"+item.spriteName+"</name>";
                    itemsXML += "<count>"+item.count+"</count>";
                    itemsXML += "</item>";
                }
            }
            itemsXML += "</list>";
             
            //保存装备信息
            itemsXML += "<equipments>";
            Equipment[] equips = itemManager.equipments;
            for(int i = 0; i < equips.Length; i++){
                Equipment equip = equips[i];
                if(equip != null){
                    itemsXML += "<equip>";
                    itemsXML += "<index>"+i+"</index>";
                    itemsXML += "<name>"+equip.spriteName+"</name>";
                    itemsXML += "</equip>";
                }
            }
            itemsXML += "</equipments>";
            itemsXML += "</items>";
        }
        return itemsXML;
    }
     
    /// <summary>
    /// 加载道具信息
    /// </summary>
    static void loadItems(XmlNodeList list,Character ct){
        if(list == null) return;
        int money = int.Parse(list.Item(0).InnerText);
        int itemCount = int.Parse(list.Item(1).InnerText);
        int equipCount = int.Parse(list.Item(2).InnerText);
         
        //初始化道具管理器
        GameObject targetObj = ct.gameObject;
        ItemManager itemManager = targetObj.AddComponent<ItemManager>();
        ct.itemManager = itemManager;
        itemManager.Money = money;
        Item[] items = new Item[itemCount];
        Equipment[] equipments = new Equipment[equipCount];
        itemManager.items = items;
        itemManager.equipments = equipments;
         
        //加载道具信息
        XmlNodeList itemsList = list.Item(3).ChildNodes;
        for(int i = 0; i < itemsList.Count; i++){
            XmlNodeList itemList = itemsList.Item(i).ChildNodes;
            int index = int.Parse(itemList.Item(0).InnerText);
            string name = itemList.Item(1).InnerText;
            int count = int.Parse(itemList.Item(2).InnerText);
             
            Item item = targetObj.AddComponent(name) as Item;
            item.init();
            item.count = count;
            items[index] = item;
        }
         
        //加载装备信息
        XmlNodeList equipmentsList = list.Item(4).ChildNodes;
        for(int i = 0; i < equipmentsList.Count; i++){
            XmlNodeList equipList = equipmentsList.Item(i).ChildNodes;
            int index = int.Parse(equipList.Item(0).InnerText);
            string name = equipList.Item(1).InnerText;
             
            Equipment equip = targetObj.AddComponent(name) as Equipment;
            equipments[index] = equip;
        }
    }
     
    /// <summary>
    /// 保存技能信息
    /// </summary>
    static string saveSkills(Character ct){
        string xml = "";
        SkillManager skillManager = ct.skillManager;
         
        if(skillManager != null){
            xml += "<skills>";
            Skill[][] skillTrees = skillManager.skills;
            xml += "<treesCount>"+skillTrees.Length+"</treesCount>";
            xml += "<skillsCount>"+skillTrees[0].Length+"</skillsCount>";
             
            xml += "<list>";
            for(int i = 0; i < skillTrees.Length; i++){
                Skill[] tree = skillTrees[i];
                for(int j = 0; j < tree.Length; j++){
                    Skill skill = tree[j];
                    if(skill != null){
                        xml += "<skill>";
                        xml += "<tree>"+i+"</tree>";
                        xml += "<index>"+j+"</index>";
                        xml += "<name>"+skill.spriteName+"</name>";
                        xml += "<level>"+skill.level+"</level>";
                        xml += "</skill>";
                    }
                }
            }
            xml += "</list>";
            xml += "</skills>";
        }
        return xml;
    }
     
    /// <summary>
    /// 加载技能信息
    /// </summary>
    static void loadSkills(XmlNodeList list,Character ct){
        if(list == null) return;
        int treesCount = int.Parse(list.Item(0).InnerText);
        int skillsCount = int.Parse(list.Item(1).InnerText);
         
        GameObject targetObj = ct.gameObject;
        SkillManager skillManager = targetObj.AddComponent<SkillManager>();
         
        //初始化技能树
        Skill[][] skills = new Skill[treesCount][];
        for(int i = 0; i < treesCount; i++){
            skills[i] = new Skill[skillsCount];
        }
        skillManager.skills = skills;
        skillManager.isInit = true;
        ct.skillManager = skillManager;
         
        //加载技能信息
        XmlNodeList skillsList = list.Item(2).ChildNodes;
        for(int i = 0; i < skillsList.Count; i++){
            XmlNodeList skillList = skillsList.Item(i).ChildNodes;
            int tree = int.Parse(skillList.Item(0).InnerText);
            int index = int.Parse(skillList.Item(1).InnerText);
            string skillName = skillList.Item(2).InnerText;
            int level = int.Parse(skillList.Item(3).InnerText);
            Skill skill = targetObj.AddComponent(skillName) as Skill;
            skill.init(ct.gameObject);
            skill.setLevel(level);
            skills[tree][index] = skill;
        }
    }
     
    /// <summary>
    /// 保存任务信息
    /// </summary>
    static string saveTask(Character ct){
        string xml = "";
        Task[] tasks = TaskManager.tasks;
        if(tasks != null){
            xml += "<tasks>";
            xml += "<taskCount>"+tasks.Length+"</taskCount>";
             
            xml += "<list>";
            for(int i = 0; i < tasks.Length; i++){
                Task task = tasks[i];
                if(task != null){
                    xml += "<task>";
                    xml += "<index>"+i+"</index>";
                    xml += "<ID>"+task.ID+"</ID>";
                    xml += "<complete>"+task.complete+"</complete>";
                     
                    //记录杀敌个数
                    if(task is Fight){
                        Fight fight = (Fight)task;
                        xml += "<count>"+fight.count+"</count>";
                    }
                    xml += "</task>";
                }
            }
            xml += "</list>";
            xml += "</tasks>";
        }
        return xml;
    }
     
    /// <summary>
    /// 加载任务信息
    /// </summary>
    static void loadTask(XmlNodeList list,Character ct){
        if(list == null) return;
        TaskManager taskManager = ct.gameObject.AddComponent<TaskManager>();
         
        int taskCount = int.Parse(list.Item(0).InnerText);
        Task[] tasks = new Task[taskCount];
        TaskManager.tasks = tasks;
        ct.taskManager = taskManager;
         
        XmlNodeList tasksList = list.Item(1).ChildNodes;
        for(int i = 0; i < tasksList.Count; i++){
            XmlNodeList taskList = tasksList.Item(i).ChildNodes;
            int index = int.Parse(taskList.Item(0).InnerText);
            string ID = taskList.Item(1).InnerText;
            bool complete = bool.Parse(taskList.Item(2).InnerText);
             
            Task task = TaskManager.LoadTask(ID);
            task.complete = complete;
            if(task is Fight){
                Fight fight = (Fight)task;
                fight.count = int.Parse(taskList.Item(3).InnerText);
            }
            tasks[index] = task;
        }
        TaskManager.isInit = true;
    }
     
    /// <summary>
    /// 保存同伴信息
    /// </summary>
    static string saveAttendant(Character ct){
        string xml = "";
        if(ct.attendantManager != null){
            List<Attendant> attendants = ct.attendantManager.attendants;
            if(attendants != null && attendants.Count > 0){
                xml += "<attendants>";
                for(int i = 0; i < attendants.Count; i++){
                    Attendant attendant = attendants[i];
                    Character ctt = attendant.character;
                    xml += "<attendant>";
                    xml += "<isFight>"+attendant.isFight+"</isFight>";
                    xml += saveBaseInfo(ctt);
                    xml += "</attendant>";
                }
                xml += "</attendants>";
            }
        }
        return xml;
    }
     
    /// <summary>
    /// 加载同伴信息
    /// </summary>
    static void loadAttendant(XmlNodeList list,Character ct){
        if(list == null) return;
        AttendantManager attendantManager = ct.gameObject.AddComponent<AttendantManager>();
        ct.attendantManager = attendantManager;
        attendantManager.attendants = new List<Attendant>();
        ct.attendantManager = attendantManager;
         
        for(int i = 0; i < list.Count; i++){
            XmlNodeList attList = list.Item(i).ChildNodes;
            bool isFight = bool.Parse(attList.Item(0).InnerText);
            XmlNodeList baseInfo = attList.Item(1).ChildNodes;
             
            //反射动态生成角色对象
            string characterName = getCharacterName(baseInfo);
            Character character = Assembly.Load("Assembly-CSharp").CreateInstance(characterName) as Character;
            loadBaseInfo(baseInfo,character);
             
            //初始化同伴信息
            Attendant att = new Attendant(character);
            att.isFight = isFight;
            attendantManager.attendants.Add(att);
        }
        AttendantManager.isInit = true;
    }
     
    /// <summary>
    /// 保存快捷键设置
    /// </summary>
    static string saveHotSkill(){
        string xml = "";
        UISkill UISkill = GameObject.Find("MainUI").GetComponent<UISkill>();
        if(UISkill != null){
            xml += "<hotskills>";
            Transform[] hotSkills = UISkill.hotSkills;
            for(int i = 0; i < hotSkills.Length; i++){
                Transform hotSkill = hotSkills[i];
                string spriteName = hotSkill.Find("skill").GetComponent<UISprite>().spriteName;
                int skillID = (int)hotSkill.Find("id").localPosition.x;
                 
                xml += "<hotskill>";
                xml += "<index>"+hotSkill.name+"</index>";
                xml += "<spriteName>"+spriteName+"</spriteName>";
                xml += "<skillID>"+skillID+"</skillID>";
                xml += "</hotskill>";
            }
            xml += "</hotskills>";
        }
        return xml;
    }
     
    /// <summary>
    /// 加载快捷键设置
    /// </summary>
    static void loadHotSkill(XmlNodeList list,Character ct){
        if(list == null) return;
        GameObject hotSkills = GameObject.Find("MainUI/Camera/Skill");
        for(int i = 0; i < list.Count; i++){
            XmlNodeList hotSkill = list.Item(i).ChildNodes;
            string indexName = hotSkill.Item(0).InnerText;
            string spriteName = hotSkill.Item(1).InnerText;
            float id = float.Parse(hotSkill.Item(2).InnerText);
             
            hotSkills.transform.Find(indexName+"/skill").GetComponent<UISprite>().spriteName = spriteName;
            hotSkills.transform.Find(indexName+"/id").localPosition = new Vector3(id,0f,0f);
        }
    }
}

  

游戏存储工具类

原文:http://www.cnblogs.com/xiao-wei-wei/p/3547345.html

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