Unity SDK 教程
Use the Cloud Save Software Development Kit to save and load player data, game data, and files in your Unity project.
阅读时间6 分钟最后更新于 1 个月前
此教程演示了如何在 Unity 中使用 Cloud Save SDK 保存和加载数据。
在 Unity 中使用 Cloud Save
您可以在 Unity 中从 C# 脚本调用 Cloud Save SDK。- 在 Unity 中创建 C# MonoBehaviour 脚本。
- 添加代码以将数据保存到 Cloud Save 或从中加载数据(请参阅下面的示例)。
- 将新制作的脚本附加到游戏对象。
- 选择 Play(播放) 以运行项目,体验 Cloud Save 的运行效果。
SDK 示例
SDK 附带的CloudSaveSample包含身份验证的示例
以下示例演示了如何使用 Authentication 包以匿名身份验证方式登录玩家帐户,初始化 Cloud Save,并提供使用 Cloud Save 保存和加载数据的方法。using UnityEngine;using Unity.Services.Core;using Unity.Services.Authentication;using Unity.Services.CloudSave;using Unity.Services.CloudSave.Models;using Unity.Services.CloudSave.Models.Data.Player;using SaveOptions = Unity.Services.CloudSave.Models.Data.Player.SaveOptions;using System.Collections.Generic;public class CloudSaveSample : MonoBehaviour{ private async void Awake() { await UnityServices.InitializeAsync(); await AuthenticationService.Instance.SignInAnonymouslyAsync(); } public async void SaveData() { var playerData = new Dictionary<string, object>{ {"firstKeyName", "a text value"}, {"secondKeyName", 123} }; await CloudSaveService.Instance.Data.Player.SaveAsync(playerData); Debug.Log($"Saved data {string.Join(',', playerData)}"); } public async void LoadData() { var playerData = await CloudSaveService.Instance.Data.Player.LoadAsync(new HashSet<string> { "firstKeyName", "secondKeyName" }); if (playerData.TryGetValue("firstKeyName", out var firstKey)) { Debug.Log($"firstKeyName value: {firstKey.Value.GetAs<string>()}"); } if (playerData.TryGetValue("secondKeyName", out var secondKey)) { Debug.Log($"secondKey value: {secondKey.Value.GetAs<int>()}"); } }}
玩家数据
您可以在 Unity Cloud 后台中查看、编辑和删除玩家的数据。保存项
使用SaveAsync如果您希望其他玩家能够读取数据,您可以将该数据保存在公开访问类中。public async void SaveData(){ var data = new Dictionary<string, object>{{"keyName", "value"}}; await CloudSaveService.Instance.Data.Player.SaveAsync(data);}
public async void SavePublicData(){ var data = new Dictionary<string, object>{{"keyName", "value"}}; await CloudSaveService.Instance.Data.Player.SaveAsync(data, new SaveOptions(new PublicWriteAccessClassOptions()));}
获取数据
使用LoadAsync您可以获取公开和受保护访问类中的数据的键和值。public async void LoadData(){ var playerData = await CloudSaveService.Instance.Data.Player.LoadAsync(new HashSet<string>{"keyName"}); if (playerData.TryGetValue("keyName", out var keyName)) { Debug.Log($"keyName: {keyName.Value.GetAs<string>()}"); }}
public async void LoadPublicData(){ var playerData = await CloudSaveService.Instance.Data.Player.LoadAsync(new HashSet<string>{"keyName"}, new LoadOptions(new PublicReadAccessClassOptions())); if (playerData.TryGetValue("keyName", out var keyName)) { Debug.Log($"keyName: {keyName.Value.GetAs<string>()}"); }}
您可以通过传递玩家 ID 来读取(但不能写入)另一个玩家的公开访问类中的数据。public async void LoadProtectedData(){ var playerData = await CloudSaveService.Instance.Data.Player.LoadAsync(new HashSet<string>{"keyName"}, new LoadOptions(new ProtectedReadAccessClassOptions())); if (playerData.TryGetValue("keyName", out var keyName)) { Debug.Log($"keyName: {keyName.Value.GetAs<string>()}"); }}
public async void LoadPublicDataByPlayerId(){ var playerId = "JE1unrWOOzzbIwy3Nl60fRefuiVE"; var playerData = await CloudSaveService.Instance.Data.Player.LoadAsync(new HashSet<string>{"keyName"}, new LoadOptions(new PublicReadAccessClassOptions(playerId))); if (playerData.TryGetValue("keyName", out var keyName)) { Debug.Log($"keyName: {keyName.Value.GetAs<string>()}"); }}
删除项
使用DeleteAsyncpublic async void DeleteData(){ await CloudSaveService.Instance.Data.Player.DeleteAsync("key");}
获取键列表
使用ListAllKeysAsync还可以列出公开和受保护访问类中的数据的键。public async void ListKeys(){ var keys = await CloudSaveService.Instance.Data.Player.ListAllKeysAsync(); for (int i = 0; i < keys.Count; i++) { Debug.Log(keys[i].Key); }}
public async void ListKeys(){ var keys = await CloudSaveService.Instance.Data.Player.ListAllKeysAsync( new ListAllKeysOptions(new PublicReadAccessClassOptions()) ); for (int i = 0; i < keys.Count; i++) { Debug.Log(keys[i].Key); }}
public async void ListKeys(){ var keys = await CloudSaveService.Instance.Data.Player.ListAllKeysAsync( new ListAllKeysOptions(new ProtectedReadAccessClassOptions()) ); for (int i = 0; i < keys.Count; i++) { Debug.Log(keys[i].Key); }}
查询玩家数据
查询玩家数据公开访问类中任何索引键的值。public async void QueryPlayerData(){ var query = new Query( // The first argument to Query is a list of one or more filters, all must evaluate to true for a result to be included new List<FieldFilter> { new FieldFilter("indexedKeyName", "value", FieldFilter.OpOptions.EQ, true), new FieldFilter("anotherIndexedKeyName", "otherValue", FieldFilter.OpOptions.NE, true) }, // The second (optional) argument is a list of keys you want to be included with their values in the response // This may include keys which are not part of the index, and does not need to include the index keys // If you don't specify any, you will still get back a list of IDs for Players that matched the query new HashSet<string> { "indexedKeyName" } ); var results = await CloudSaveService.Instance.Data.Player.QueryAsync(query, new QueryOptions()); Debug.Log($"Number of results from query: {results.Count}"); results.ForEach(r => { Debug.Log($"Player ID: {r.Id}"); r.Data.ForEach(d => Debug.Log($"Key: {d.Key}, Value: {d.Value.GetAsString()}")); });}
游戏数据
您可以使用自定义项保存和加载非玩家特定的游戏数据。获取数据
使用LoadAllAsyncpublic async void LoadCustomItemData(){ var customItemId = 'my-custom-item'; var customItemData = await CloudSaveService.Instance.Data.Custom.LoadAllAsync(customId); foreach (var customItem in customItemData) { Debug.Log($"Key: {customItem.Key}, Value: {customItem.Value.Value}"); }}
查询自定义项
查询自定义项默认访问类中任何索引键的值。public async void QueryCustomItems(){ var query = new Query( // The first argument to Query is a list of one or more filters, all must evaluate to true for a result to be included new List<FieldFilter> { new FieldFilter("indexedKeyName", "value", FieldFilter.OpOptions.EQ, true), new FieldFilter("anotherIndexedKeyName", "otherValue", FieldFilter.OpOptions.NE, true) }, // The second (optional) argument is a list of keys you want to be included with their values in the response // This may include keys which are not part of the index, and does not need to include the index keys // If you don't specify any, you will still get back a list of IDs for Players that matched the query new HashSet<string> { "indexedKeyName" } ); var results = await CloudSaveService.Instance.Data.Custom.QueryAsync(query); Debug.Log($"Number of results from query: {results.Count}"); results.ForEach(r => { Debug.Log($"Custom Item ID: {r.Id}"); r.Data.ForEach(d => Debug.Log($"Key: {d.Key}, Value: {d.Value.GetAsString()}")); });}
玩家文件
Cloud Save Files 提供了一种以任何格式存储大型保存文件(最大 1 GB)以及跨设备/平台访问保存的游戏文件的方法。保存玩家文件
读取设备上本地保存的文件,并使用SaveAsyncpublic async void SavePlayerFile(){ byte[] file = System.IO.File.ReadAllBytes("fileName.txt"); await CloudSaveService.Instance.Files.Player.SaveAsync("fileName", file);}
删除玩家文件
使用DeleteAsyncpublic async void DeletePlayerFile(){ await CloudSaveService.Instance.Files.Player.DeleteAsync("fileName");}
列示玩家文件
使用ListAllAsyncpublic async void ListPlayerFiles(){ List<FileItem> files = await CloudSaveService.Instance.Files.Player.ListAllAsync(); for (int i = 0; i < files.Count; i++) { Debug.Log(files[i]); }}
以字节数组形式获取玩家文件
使用LoadBytesAsyncpublic async void GetPlayerFileAsByteArray(){ byte[] file = await CloudSaveService.Instance.Files.Player.LoadBytesAsync("fileName");}
以流形式获取玩家文件
使用LoadStreamAsyncpublic async void GetPlayerFileAsStream(){ Stream file = await CloudSaveService.Instance.Files.Player.LoadStreamAsync("fileName");}
获取玩家文件元数据
使用GetMetadataAsync您可以使用 Unity Cloud 后台访问单个玩家的文件。在 Cloud Save 模块的玩家详细信息下可以找到这些文件。public async void GetPlayerFileMetadata(){ var metadata = await CloudSaveService.Instance.Files.Player.GetMetadataAsync("fileName"); Debug.Log(metadata.Key); Debug.Log(metadata.Size); Debug.Log(metadata.ContentType); Debug.Log(metadata.Created); Debug.Log(metadata.LastModified); Debug.Log(metadata.WriteLock);}