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柳江企业网站开发公司,十大计算机培训学校,苏州网站建设案例,wordpress制作婚礼关于easySave2 easySave3保存数据的操作;包含EasySave3运行报错的解决 /// 数据存储路径(Easy Save的默认储存位置为:Application.persistentDataPath,为了方便我们可以给它指定储存路径) #region 存储数据/*/// /// 存…

 关于easySave2 easySave3保存数据的操作;包含EasySave3运行报错的解决

 /// 数据存储路径(Easy Save的默认储存位置为:Application.persistentDataPath,为了方便我们可以给它指定储存路径) #region 存储数据/*/// /// 存储数据/// private void SaveData(){ES2.Save(123, dataPath + "IntData");ES2.Save(1.23f, dataPath + "FloatData");ES2.Save(true, dataPath + "BoolData");ES2.Save("abc", dataPath + "StringData");ES2.Save(new Vector3(10, 20, 30), dataPath + "Vector3Data");///< 存储transform GameObject go = new GameObject();go.transform.localPosition = new Vector3(10, 20, 30);go.transform.localScale = new Vector3(3, 3, 3);ES2.Save(go.transform, dataPath + "TransformData");///< 存储数组int[] intArray = new int[3] { 3, 2, 1 };ES2.Save(intArray, dataPath + "IntArrayData");///< 存储集合List<string> stringList = new List<string>();stringList.Add("stringlist1");stringList.Add("stringlist2");stringList.Add("stringlist3");ES2.Save(stringList, dataPath + "StringListData");///< 存储字典Dictionary<int, string> stringDict = new Dictionary<int, string>();stringDict.Add(1, "a");stringDict.Add(2, "b");ES2.Save(stringDict, dataPath + "StringDictData");///< 存储栈Stack<string> stringStack = new Stack<string>();stringStack.Push("aaa");stringStack.Push("bbb");ES2.Save(stringStack, dataPath + "StringStackData");//保存图片 注意:该图片原文件属性“Advanced: Read/WriteEnable[*]”勾选可读写的// ES2.SaveImage(image.sprite.texture, "MyImage.png");}*/#endregion#region 加载数据/*/// /// 加载数据/// private void LoadData(){int loadInt = ES2.Load<int>(dataPath + "IntData");Debug.Log("读取的int:" + loadInt);float loadFloat = ES2.Load<float>(dataPath + "FloatData");Debug.Log("读取的float:" + loadFloat);bool loadBool = ES2.Load<bool>(dataPath + "BoolData");Debug.Log("读取的bool:" + loadBool);string loadString = ES2.Load<string>(dataPath + "StringData");Debug.Log("读取的string:" + loadString);Vector3 loadVector3 = ES2.Load<Vector3>(dataPath + "Vector3Data");Debug.Log("读取的vector3:" + loadVector3);Transform loadTransform = ES2.Load<Transform>(dataPath + "TransformData");Debug.Log("读取的transform: Position++" + loadTransform.localPosition + " +++Scale++" + loadTransform.localScale);///< 读取数组格式存储int[] loadIntArray = ES2.LoadArray<int>(dataPath + "IntArrayData");foreach (int i in loadIntArray){Debug.Log("读取的数组:" + i);}///< 读取集合格式存储List<string> loadStringList = ES2.LoadList<string>(dataPath + "StringListData");foreach (string s in loadStringList){Debug.Log("读取的集合数据:" + s);}///< 读取字典格式存储Dictionary<int, string> loadStringDict = ES2.LoadDictionary<int, string>(dataPath + "StringDictData");foreach (var item in loadStringDict){Debug.Log("读取的字典数据: key" + item.Key + " value" + item.Value);}Stack<string> loadStringStack = ES2.LoadStack<string>(dataPath + "StringStackData");foreach (string ss in loadStringStack){Debug.Log("读取的栈内数据:" + ss);}///< 读取纹理 注意:该图片原文件属性“Advanced: Read/WriteEnable[*]”勾选可读写的Texture2D tex = ES2.LoadImage("MyImage.png");Sprite temp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0, 0));//  showImage.sprite = temp;}*/#endregion#region 删除数据/*/// /// 删除数据/// private void DeleteData(){///< 判断是否有该存储keyif (ES2.Exists(dataPath + "IntData")){Debug.Log(ES2.Exists(dataPath + "IntData"));///< 删除存储keyES2.Delete(dataPath + "IntData");}}*/#endregion#region GUI测试用的 UI按钮/*void OnGUI(){if (GUI.Button(new Rect(0, 0, 100, 100), "储存数据")){SaveData();}if (GUI.Button(new Rect(0, 100, 100, 100), "读取数据")){LoadData();}if (GUI.Button(new Rect(0, 200, 100, 100), "删除数据")){DeleteData();}}*/#endregion#region  保存到本地/保存到web:/*public IEnumerator UploadMesh(Mesh mesh, string tag)
{// Create a URL and add parameters to the end of it.string myURL = "http://www.server.com/ES2.php";myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";// Create our ES2Web object.ES2Web web = new ES2Web(myURL + "&tag=" + tag);// Start uploading our data and wait for it to finish.yield return StartCoroutine(web.Upload(mesh));if (web.isError){// Enter your own code to handle errors here.Debug.LogError(web.errorCode + ":" + web.error);}
}public IEnumerator DownloadMesh(string tag)
{// Create a URL and add parameters to the end of it.string myURL = "http://www.server.com/ES2.php";myURL += "?webfilename=myFile.txt&webusername=user&webpassword=pass";// Create our ES2Web object.ES2Web web = new ES2Web(myURL + "&tag=" + tag);// Start downloading our data and wait for it to finish.yield return StartCoroutine(web.Download());if (web.isError){// Enter your own code to handle errors here.Debug.LogError(web.errorCode + ":" + web.error);}else{// We could save our data to a local file and load from that.web.SaveToFile("myFile.txt");// Or we could just load directly from the ES2Web object.this.GetComponent<MeshFilter>().mesh = web.Load<Mesh>(tag);}
}*/#endregion#region 最新版的easySave3运行会报错,按照以下修改即可:/** private void Start(){if (LoadEvent==LoadEvent.OnStart&&settings!=null){Load();}}*/#endregion#region 读取/保存 音频/*// Get the AudioSource we want to use to play our AudioClip.var source = this.GetComponent<AudioSource>();// Load an AudioClip from the streaming assets folder into our source.source.clip = ES3.LoadAudio(Application.streamingAssetsPath + "/AudioFile.wav");// Play the AudioClip we just loaded using our AudioSource.source.Play();// Get the AudioSource containing our AudioClip.var source = this.GetComponent<AudioSource>();// Save an AudioClip in Easy Save's uncompressed format.ES3.Save<AudioClip>("myAudio", source.clip);// Load the AudioClip back into the AudioSource and play it.source.clip = ES3.Load<AudioClip>("myAudio");source.Play();*/#endregion#region 从Resource加载/*文件必须具有扩展名 例如:.bytes,以便能够从参考资料中加载它// Create an ES3Settings object to set the storage location to Resources.var settings = new ES3Settings();settings.location = ES3.Location.Resources;// Load from a file called "myFile.bytes" in Resources.var myValue = ES3.Load<Vector3>("myFile.bytes", settings);// Load from a file called "myFile.bytes" in a subfolder of Resources.var myValue = ES3.Load<Vector3>("myFolder/myFile.bytes");*/#endregion#region 把 一堆键值数据 保存为string/byte[]/*// Create a new ES3File, providing a false parameter.var es3file = new ES3File(false);// Save your data to the ES3File.es3File.Save<Transform>("myTransform", this.transform);es3File.Save<string>("myName", myScript.name);// etc ...//保存为字符串string fileAsString = es3File.LoadRawString();//保存为 字节数组byte[] fileAsByteArray = es3File.LoadRawBytes().*/#endregion#region 从 字符串/byte[] 读取/** //把字节数组转换成参数// If we're loading from a byte array, simply provide it as a parameter.var es3file = new ES3File(fileAsByteArray, false);// 把字符串转换为参数// 如果我们以字符串的形式加载,首先需要将其转换为字节数组,再把字节数组转换为参数。var es3file = new ES3File((new ES3Settings()).encoding.GetBytes(fileAsString), false);//再对应取出响应的值// Load the data from the ES3File.es3File.LoadInto<Transform>("myTransform", this.transform);//取出该值赋值到自身myScript.name = es3File.Load<string>("myName");   //取出 name// etc ...*/#endregion#region  电子表格/*使用ES3Spreadsheet, Easy Save能够创建电子表格并以CSV格式存储,所有流行的电子表格软件都支持这种格式,包括      Excel、OSX数字和OpenOffice。保存:var sheet = new ES3Spreadsheet();// Add data to cells in the spreadsheet.for(int col=0; col<10; col++){for(int row=0; row<8; row++){sheet.SetCell<string>(col, row, "someData");}}sheet.Save("mySheet.csv");*//*如果要将数据追加到现有的电子表格,请将电子表格的追加变量设置为true。电子表格中的任何行都将被添加到保存到的行末尾。读取:// Create a blank ES3Spreadsheet.var sheet = new ES3Spreadsheet();sheet.Load("spreadsheet.csv");// Output the first row of the spreadsheet to console.for(int col=0; col<sheet.ColumnCount; col++)Debug.Log(sheet.GetCell<int>(col, 0));*/#endregion

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