Unity进阶:用AssetBundle和Json做了一个玩家登陆界面

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1.创建玩家登陆界面UI

2.点击注册按钮进入注册界面

3.注册的玩家信息会被保存到PlayerInfo.json文件中

4.输入玩家信息如果用户名或密码出错会提示用户信息错误,并不执行加载

5.输入正确的信息才能加载到LoadScene场景中

6.加载结束后即可进入游戏画面

代码如下:
1.创建一个玩家信息类

[Serializable]//让玩家信息类可序列化和反序列化
public class PlayerInfo {
    public string userName;
    public string userPassword;

}

2.将游戏场景打包成AssetBundle资源

public class BuildAsset : MonoBehaviour {
    [MenuItem("AssetBundle/Build")]

    public static void Build() {
        BuildPipeline.BuildAssetBundles(Application.dataPath + "/AssetBundle",BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
    }
}

3.UI控制脚本

public class UI_Manager : MonoBehaviour, IPointerClickHandler
{
    public PlayerInfo playerInfo;
    public InputField userName;
    public InputField userPassword;
    public GameObject error;
    public GameObject register;
    public WWW www;

    public void OnPointerClick(PointerEventData eventData)
    {
        switch (this.name) {
            case "Register":
                Register();
                break;
            case "Confirm":
                Save();
                break;
            case "Login":
                Load();
                break;
            case "Cancel":
                Cancel();
                break;
            case "Exit":
                Exit();
                break;
        }
    }

    private void Start()
    {
        if (this.name == "Load") {
            Loading();
        }
    }

    private void Update()
    {
        if (this.name == "Load") {
            GetComponent<Slider>().value = www.progress;
        }
    }

    public void Exit() {
        EditorApplication.isPlaying = false;
    }

    public void Cancel() {
        Destroy(register);
    }

    public void Loading() {
        StartCoroutine(DownLoadAB());
    }

    public IEnumerator DownLoadAB() {
        www = new WWW("file://" + Application.dataPath + "/AssetBundle/scene-bundle");
        yield return www;
        AssetBundle ab = www.assetBundle;
        SceneManager.LoadScene("DemoScene");
    }

    public void Load()
    {
        string[] s = File.ReadAllLines(Application.dataPath + "/JsonFiles/PlayerInfo.json");
        for (int i=0;i<s.Length;i++) {
            playerInfo = JsonUtility.FromJson<PlayerInfo>(s[i]);
            if (userName.text == playerInfo.userName && userPassword.text == playerInfo.userPassword) {
                SceneManager.LoadScene("LoadScene");
                return;
            }
        }
        error.SetActive(true);
    }

    public void Save()
    {
        playerInfo.userName = userName.text;
        playerInfo.userPassword = userPassword.text;
        if (playerInfo.userName != "" && playerInfo.userPassword != "") {
            string s = JsonUtility.ToJson(playerInfo) + "\r\n";
            File.AppendAllText(Application.dataPath + "/JsonFiles/PlayerInfo.json", s);
            Destroy(register);
            return;
        }
        error.SetActive(true);
    }

    public void Register() {
        Instantiate(register);
    }
}

posted @ 2019-08-29 17:30  优梦创客  阅读(1571)  评论(0编辑  收藏  举报