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