Unity数据存储Sqlite的使用

Sqlite是一个SQL数据库引擎。

之前的项目中基本都是使用PlayerPrefs来存储数据,但是由于后期数据结构复杂的情况下,比如存储一个List的结构数据,通常是自己控制写法添加逗号,分号来将数据分隔开。如果哪里写错了,整个数据就会错位导致数据错乱,维护起来非常麻烦。由于服务器的数据存储都是使用数据库SQL,因此打算在前端也使用数据库存储数据。

转移项目出现的SQLITE错误

提示DLLNOT丢失SQLITE,去官网重新下载SQLITE.DLL,官网https://www.sqlite.org/download.html

在项目目录Assets\Plugins下创建下面两个文件夹,并将对应的DLL放入文件夹内

项目发布问题

1、plugins下的dll文件包括I18N.dll,I18N.CJK.dll,I18N.West.dll,Mono.Data.Sqlite.dll,System.Data.dll,sqlite3.dll,这几个dll文件
发布后,需要将db文件手动拷贝到发布后的Data文件夹下,路径应和项目里的路径一致,切记,切记,切记!

2.安卓环境下的一些问题。

鉴于上面遇到了无法关联库文件的问题,我在安卓手平台下做了一些测试,发现运行中会抛出和上面一样的异常,这是因为sqlite3.dll在安卓环境下不能用的,需要的是.so文件

前期准备

要在Unity中使用Sqlite需要将Mono.Data.Sqlite.dll,System.Data.dll, Sqlite3.dll 三个文件放入Plugins文件夹下。

Mono.Data.Sqlite.dll

在Unity的Editor安装目录下“ Editor\Data\Mono\lib\mono\2.0\ Mono.Data.Sqlite.dll”

System.Data.dll
在Unity的Editor安装目录下“ Editor\Data\Mono\lib\mono\2.0\ System.Data.dll”

Sqlite3.dll
在Sqlite的官网下载对应的版本即可“ https://www.sqlite.org/download.html ”

下载一个数据库查看软件Navicat Premium,通过它创建一个数据库database.db,将其放入Unity的“StreamingAssets”目录下。

数据库一般是增删改查这几项功能。

新建SqliteConnection,SqliteCommand,SqliteDataReader三个变量。

///
/// 数据库连接
/// 
private SqliteConnection SqlConnection;
///
/// 数据库命令
/// 
private SqliteCommand SqlCommand;
///
/// 数据库读取
/// 
private SqliteDataReader SqlDataReader;

建立数据库连接

///
/// 建立数据库连接
/// 
public SqlData()
{
try
{
SqlConnection =  new SqliteConnection(GetDataPath(PATH_DATABASE));
SqlConnection.Open();
SqlCommand = SqlConnection.CreateCommand();
}
catch (System.Exception e)
{
Debug.Log(e.ToString());
}
}

执行查询语句

///
/// 执行SQL语句
/// 
///
/// 
public SqliteDataReader ExecuteReader( string command)
{
#if UNITY_EDITOR
Debug.Log( "SQL:ExecuteReader " + command);
#endif
SqlCommand.CommandText = command;
SqlDataReader = SqlCommand.ExecuteReader();
return SqlDataReader;
}

创建表格

///
/// 创建表格
/// 
///
///
public void SQL_CreateTable(List< string > col, List< string > colType)
{
// CREATE TABLE table_name(column1 type1, column2 type2, column3 type3,...);
if (col.Count != colType.Count)
{
Debug.LogError( "col Count != col Type Count." );
return ;
}

StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();

stringBuilder.Append( "Create Table " );
stringBuilder.Append(tableName);
stringBuilder.Append( " (" );

for ( int i = 0; i < col.Count; i++)
{
stringBuilder.Append(col[i]);
stringBuilder.Append( " " );
stringBuilder.Append(colType[i]);
if (i != col.Count - 1)
{
stringBuilder.Append( "," );
}
}
stringBuilder.Append( ")" );
ExecuteNonQuery(stringBuilder.ToString());
}

插入

///
/// 插入
/// 
///
///
/// 
public void SQL_Insert_String( string key,  string value)
{
// INSERT INTO table_name(column1, column2, column3,...) VALUES(value1, value2, value3,...);
StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "insert into " );
stringBuilder.Append(tableName);
stringBuilder.Append( " (" );
stringBuilder.Append(_KEY);
stringBuilder.Append( "," );
stringBuilder.Append(_VALUE_TYPE);
stringBuilder.Append( "," );
stringBuilder.Append(_VALUE_STRING);

stringBuilder.Append( ") values ('" );
stringBuilder.Append(key);
stringBuilder.Append( "'," );
stringBuilder.Append((( int )EDataType.String).ToString());
stringBuilder.Append( ",'" );
stringBuilder.Append(value);
stringBuilder.Append( "')" );
ExecuteNonQuery(stringBuilder.ToString());
}

删除

///
/// 删除
/// 
///
/// 
public void SQL_Delete( string key)
{
// DELETE FROM table_name WHERE some_column = some_value;
StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "delete from " );
stringBuilder.Append(tableName);
stringBuilder.Append( " where " );
stringBuilder.Append(_KEY);
stringBuilder.Append( " = '" );
stringBuilder.Append(key);
stringBuilder.Append( "'" );
ExecuteNonQuery(stringBuilder.ToString());
}

更新

///
/// 更新
/// 
///
///
/// 
public void SQL_Update_String( string key,  string value)
{
// UPDATE table_name SET column1 = value1, column2 = value2,... WHERE some_column = some_value;
StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "update " );
stringBuilder.Append(tableName);
stringBuilder.Append( " set " );
stringBuilder.Append(_VALUE_STRING);
stringBuilder.Append( "='" );
stringBuilder.Append(value);

stringBuilder.Append( "' where " );
stringBuilder.Append(_KEY);
stringBuilder.Append( "='" );
stringBuilder.Append(key);
stringBuilder.Append( "'; " );
ExecuteNonQuery(stringBuilder.ToString());
}

查找

///
/// 查找
/// 
///
/// 
public bool SQL_Select( string key)
{
StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "select " );
stringBuilder.Append(key);
stringBuilder.Append( " from " );
stringBuilder.Append(tableName);
try
{
SqlDataReader = ExecuteReader(stringBuilder.ToString());
if (SqlDataReader !=  null )
return true ;
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
}
return false ;
}

表格是否存在

///
/// 表格是否存在
/// 
///
/// 
public bool ExistTable( string tableName)
{
// SELECT COUNT(*) FROM sqlite_master;
StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "SELECT COUNT(*) FROM sqlite_master where type='table' and name='" );
stringBuilder.Append(tableName);
stringBuilder.Append( "';" );
return ExecuteScalar(stringBuilder.ToString());
}

数据库在不同平台下的路径

public string GetDataPath( string databasePath)
{
#if UNITY_EDITOR 
return StringUtil.Concat( "data source=" , Application.streamingAssetsPath,  "/" , databasePath);
#endif
#if UNITY_ANDROID
return StringUtil.Concat( "URI=file:" , Application.persistentDataPath,  "/" , databasePath);
#endif
#if UNITY_IOS
return StringUtil.Concat( "data source=" , Application.persistentDataPath,  "/" , databasePath);
#endif
}

由于数据在表格中,因此我们需要使用一个HashTable来存储这些数据,一开始先载入数据库,然后读取出里面的所有数据将其存入HashTable中,后面增删改查的时候不仅针对HashTable进行操作,还要针对数据库进行操作。

private Hashtable dataHashTable =  new Hashtable();

 

我们存储数据的时候不一定都是String类型,同时还需要Int,Long,Float等类型,因此需要预先设置好数据库的列名,同时还需要一个数据类型字段来表明存储的数据类型,具体如下

private enum EDataType
{
String = 1,
Int = 2,
Long = 3,
Float = 4,
}

加载表格

public void LoadData()
{
if (!ExistTable(tableName))
{
//table 不存在
SQL_CreateTable(COL_NAMES, COL_TYPES);
return ;
}

StringBuilder stringBuilder = StringUtil.GetShareStringBuilder();
stringBuilder.Append( "select * from " );
stringBuilder.Append(tableName);
SqliteDataReader dataReader = ExecuteReader(stringBuilder.ToString());
while (dataReader.Read())
{
string key = dataReader.GetString(dataReader.GetOrdinal(_KEY));
int dataType = dataReader.GetInt32(dataReader.GetOrdinal(_VALUE_TYPE));
switch ((EDataType)dataType)
{
case EDataType.Float:
dataHashTable[key] = dataReader.GetFloat(dataReader.GetOrdinal(_VALUE_TYPE));
break ;
case EDataType.Int:
dataHashTable[key] = dataReader.GetInt32(dataReader.GetOrdinal(_VALUE_INT));
break ;
case EDataType.Long:
dataHashTable[key] = dataReader.GetInt64(dataReader.GetOrdinal(_VALUE_LONG));
break ;
case EDataType.String:
dataHashTable[key] = dataReader.GetString(dataReader.GetOrdinal(_VALUE_STRING));
break ;
default :
break ;
}
}
dataReader.Close();
}

设置Value

public void SetValue_String( string key,  string value)
{
if (ContainsKey(key))
{
SQL_Update_String(key, value);
}
else
{
SQL_Insert_String(key, value);
}
dataHashTable[key] = value;
}

删除Value

public void DeleteValue( string key)
{
if (dataHashTable.ContainsKey(key))
{
dataHashTable.Remove(key);
}
SQL_Delete(key);
}

关闭数据库

///
/// 关闭数据库
/// 
public void Close()
{
if (SqlCommand !=  null )
{
SqlCommand.Dispose();
SqlCommand =  null ;
}

if (SqlDataReader !=  null )
{
SqlDataReader.Close();
SqlDataReader =  null ;
}

if (SqlConnection !=  null )
{
SqlConnection.Close();
SqlConnection =  null ;
}
}

 

整个数据库相关操作已经完成,新建一个SqlManager统一管理即可

using System;
using System.Collections.Generic;

namespace SQL
{
public enum ESqlType
{
Player,
}

public class SqlManager
{
private static SqlManager _Instance;
public static SqlManager Instance
{
get
{
if (_Instance ==  null )
{
_Instance =  new SqlManager();
}
return _Instance;
}
}

private SqlPlayerData playerDataBase;

private Dictionary<esqltype, sqldata=""> sqlDatas =  new Dictionary<esqltype, sqldata="">();

public void OnAwake()
{
sqlDatas.Clear();
sqlDatas.Add(ESqlType.Player,  new SqlPlayerData( string .Empty));
}

public void OnDestroy()
{
Dictionary<esqltype, sqldata="">.Enumerator enumerator = sqlDatas.GetEnumerator();
while (enumerator.MoveNext())
{
enumerator.Current.Value.Close();
}
enumerator.Dispose();
}

public void SetString(ESqlType eSqlType,  string key,  string values)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
sqlData.SetValue_String(key, values);
}
}

public void SetInt(ESqlType eSqlType,  string key,  int value)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
sqlData.SetValue_Int(key, value);
}
}

public void SetLong(ESqlType eSqlType,  string key,  long value)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
sqlData.SetValue_Long(key, value);
}
}

public void SetFloat(ESqlType eSqlType,  string key,  float value)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
sqlData.SetValue_Float(key, value);
}
}

public string GetString(ESqlType eSqlType,  string key,  string defaultValue =  "" )
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
return sqlData.GetValue_String(key, defaultValue);
}
return defaultValue;
}

public int GetInt(ESqlType eSqlType,  string key,  int defaultValue = 0)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
return sqlData.GetValue_Int(key, defaultValue);
}
return defaultValue;
}

public float GetFloat(ESqlType eSqlType,  string key,  float defaultValue = 0)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
return sqlData.GetValue_Float(key, defaultValue);
}
return defaultValue;
}

public long GetLong(ESqlType eSqlType,  string key,  long defaultValue = 0)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
return sqlData.GetValue_Long(key, defaultValue);
}
return defaultValue;
}

public void DeleteValue(ESqlType eSqlType,  string keys)
{
SqlData sqlData;
if (sqlDatas.TryGetValue(eSqlType,  out sqlData))
{
sqlData.DeleteValue(keys);
}
}
}
}</esqltype,></esqltype,></esqltype,>

由于使用的时候需要调用的函数名太长,可以新建一个工具类封装一下

测试函数

using UnityEngine;

namespace SQL
{
public class TestSqlData : MonoBehaviour
{
private void Awake()
{
SqlManager.Instance.OnAwake();
}

private void OnDestroy()
{
SqlManager.Instance.OnDestroy();
}

// Use this for initialization
void Start()
{
SaveUtil.SetString( "name" ,  "onelei" );
SaveUtil.SetInt( "score" , 99);

Debug.Log( "name的值为 " + SaveUtil.GetString( "name" ));
Debug.Log( "score的值为 " + SaveUtil.GetString( "score" ));

//SaveUtil.DeleteValue("score");
Debug.Log( "score的值为 " + SaveUtil.GetInt( "score" )); 
}

}
}

运行Unity,发现表格数据已经生成

同时通过C#,也将数据读取了出来

具体源码可以通过Github查看: https://github.com/onelei/SqlManager

posted @ 2022-02-07 15:37  多见多闻  阅读(757)  评论(0)    收藏  举报