【发布时间】:2018-01-07 00:52:20
【问题描述】:
每当通过播放器脚本保存或加载时,库存总是两边都是空白的,我不知道问题出在哪里。库存使用 Unity 中级库存教程中使用的相同系统,该系统运行良好,但加载时库存始终为空白。
播放器
public void Save(){
Debug.Log ("Saving data (player / inventory)");
SaveLoadManager.SavePlayer (this); //works fine
SaveLoadInventory.SaveInventory (inv); //where the issue is
}
public void Load(){
Debug.Log ("Loading data (player / inventory)");
float[] loadedStats = SaveLoadManager.LoadPlayer (); //works fine
Item[] loadedItems = SaveLoadInventory.LoadInventory (); //comes up empty
inv.items = loadedItems; //try to set the referenced Inventory script array of items equal to the loaded items
//loadedStats[...] are set to player values and all works good
}
库存
public class Inventory : MonoBehaviour {
public Image[] itemImages = new Image[numItemSlots];
public Text[] itemAmountsText = new Text[numItemSlots];
public int[] itemAmounts = new int[numItemSlots];
public Item[] items = new Item[numItemSlots];
public const int numItemSlots = 40;
public void AddItem(Item itemToAdd){
for (int i = 0; i < items.Length; i++) {
if(items [i] == itemToAdd){
if (itemAmounts [i] <= 99) {
itemAmounts [i]++;
} else {
items [i] = itemToAdd;
itemImages [i].sprite = itemToAdd.itemImage;
itemImages [i].enabled = true;
}
itemAmountsText [i].text = itemAmounts [i] + "";
return;
} else if (items [i] == null) {
itemAmounts [i]++;
itemAmountsText [i].text = itemAmounts [i] + "";
items [i] = itemToAdd;
itemImages [i].sprite = itemToAdd.itemImage;
itemImages [i].enabled = true;
return;
}
}
}
public void RemoveItem(Item itemToRemove){
for (int i = 0; i < items.Length; i++) {
if (items [i] == itemToRemove) {
items [i] = null;
itemImages [i].sprite = null;
itemImages [i].enabled = false;
return;
}
}
}
public void ClearAllItems(){
for (int i = 0; i < items.Length; i++) {
items [i] = null;
itemImages [i].sprite = null;
itemImages [i].enabled = false;
return;
}
}
[Serializable]
public class InventoryData {
public Image[] itemImages = new Image[numItemSlots];
public Text[] itemAmountsText = new Text[numItemSlots];
public int[] itemAmounts = new int[numItemSlots];
public Item[] items;
public InventoryData(Inventory inv){
items = new Item[numItemSlots];
for (int i = 0; i < items.Length; i++) {
inv.items[i] = items[i];
inv.itemAmounts[i] = itemAmounts[i];
inv.itemAmountsText[i] = itemAmountsText[i];
inv.itemImages[i] = itemImages[i];
}
}
}
}
SaveLoadInventory
public static class SaveLoadInventory {
public static void SaveInventory(Inventory inv){
BinaryFormatter bf = new BinaryFormatter();
var createdir = Directory.CreateDirectory(Application.persistentDataPath + "/saves");
String dir = Application.persistentDataPath + "/saves";
Inventory.InventoryData data = new Inventory.InventoryData (inv);
DirectoryInfo dir_i = new DirectoryInfo(dir);
FileInfo[] info = dir_i.GetFiles("*.inv");
foreach (FileInfo f in info) {
Debug.Log (f);
}
FileStream stream = new FileStream (dir + "/player" + (info.Length + 1) + ".inv", FileMode.Create);
bf.Serialize (stream, data);
stream.Close ();
}
public static Item[] LoadInventory(){
String dir = Application.persistentDataPath + "/saves";
DirectoryInfo dir_i = new DirectoryInfo(dir);
FileInfo[] info = dir_i.GetFiles("*.inv");
foreach (FileInfo f in info) {
Debug.Log (f);
}
if (info.Length >= 1) {
BinaryFormatter bf = new BinaryFormatter ();
var createdir = Directory.CreateDirectory(Application.persistentDataPath + "/saves");
FileStream stream = new FileStream (dir + "/player" + (info.Length) + ".inv", FileMode.Open);
Inventory.InventoryData data = bf.Deserialize (stream) as Inventory.InventoryData;
stream.Close ();
return data.items;
} else {
return null;
}
}
老实说,我会为此尝试一些调试组合并自己弄清楚,但这一切似乎都太复杂了,无法将我的头包裹起来,并且一直担心它永远不会起作用。如果您有任何帮助或建议,将不胜感激。
【问题讨论】: