【发布时间】:2021-09-16 12:41:55
【问题描述】:
当我尝试使用 Google Play 游戏插件保存或加载我的游戏时(即使我已登录),logcat 会向我显示: 尝试了不同的方式来保存游戏,但它一次又一次地显示。附:成就和排行榜工作正常。
这是我调用保存和加载过程的脚本:
#if UNITY_ANDROID
using UnityEngine;
using System;
using System.Collections.Generic;
//gpg
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
//for encoding
using System.Text;
//for extra save ui
using UnityEngine.SocialPlatforms;
//for text, remove
using UnityEngine.UI;
public class SaveManager :MonoBehaviour{
private static SaveManager _instance;
public static SaveManager Instance{
get{
if (_instance == null) {
_instance = new SaveManager();
}
return _instance;
}
}
//keep track of saving or loading during callbacks.
private bool m_saving;
//save name. This name will work, change it if you like.
private static string m_saveName = "game_save_name";
//This is the saved file. Put this in seperate class with other variables for more advanced setup. Remember to change merging, toBytes and fromBytes for more advanced setup.
private string saveString = "";
//check with GPG (or other*) if user is authenticated. *e.g. GameCenter
private bool Authenticated {
get {
return Social.Active.localUser.authenticated;
}
}
//merges loaded bytearray with old save
private void ProcessCloudData(byte[] cloudData) {
if (cloudData == null) {
Debug.Log("No data saved to the cloud yet...");
return;
}
Debug.Log("Decoding cloud data from bytes.");
string progress = FromBytes(cloudData);
Debug.Log("Merging with existing game progress.");
MergeWith(progress);
}
//load save from cloud
public void LoadFromCloud(){
Debug.Log("Loading game progress from the cloud.");
m_saving = false;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file.
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
}
//overwrites old file or saves a new one
public void SaveToCloud() {
if (Authenticated) {
Debug.Log("Saving progress to the cloud... filename: " + m_saveName);
m_saving = true;
//save to named file
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file. If save doesn't exist it will be created with this name
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
} else {
Debug.Log("Not authenticated!");
}
}
//save is opened, either save or load it.
private void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) {
//check success
if (status == SavedGameRequestStatus.Success){
//saving
if (m_saving){
//read bytes from save
byte[] data = ToBytes();
//create builder. here you can add play time, time created etc for UI.
SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder();
SavedGameMetadataUpdate updatedMetadata = builder.Build();
//saving to cloud
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
//loading
} else {
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, SavedGameLoaded);
}
//error
} else {
Debug.LogWarning("Error opening game: " + status);
}
}
//callback from SavedGameOpened. Check if loading result was successful or not.
private void SavedGameLoaded(SavedGameRequestStatus status, byte[] data) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("SaveGameLoaded, success=" + status);
ProcessCloudData(data);
} else {
Debug.LogWarning("Error reading game: " + status);
}
}
//callback from SavedGameOpened. Check if saving result was successful or not.
private void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("Game " + game.Description + " written");
} else {
Debug.LogWarning("Error saving game: " + status);
}
}
//merge local save with cloud save. Here is where you change the merging betweeen cloud and local save for your setup.
private void MergeWith(string other) {
if (other != "") {
saveString = other;
} else {
Debug.Log("Loaded save string doesn't have any content");
}
}
//return saveString as bytes
private byte[] ToBytes() {
byte[] bytes = Encoding.UTF8.GetBytes(saveString);
return bytes;
}
//take bytes as arg and return string
private string FromBytes(byte[] bytes) {
string decodedString = Encoding.UTF8.GetString(bytes);
return decodedString;
}
// -------------------- ### Extra UI for testing ### --------------------
//call this with Unity button to view all saves on GPG. Bug: Can't close GPG window for some reason without restarting.
public void showUI() {
// user is ILocalUser from Social.LocalUser - will work when authenticated
ShowSaveSystemUI(Social.localUser, (SelectUIStatus status, ISavedGameMetadata game) => {
// do whatever you need with save bundle
});
}
//displays savefiles in the cloud. This will only include one savefile if the m_saveName hasn't been changed
private void ShowSaveSystemUI(ILocalUser user, Action<SelectUIStatus, ISavedGameMetadata> callback) {
uint maxNumToDisplay = 3;
bool allowCreateNew = true;
bool allowDelete = true;
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
if (savedGameClient != null) {
savedGameClient.ShowSelectSavedGameUI(user.userName + "\u0027s saves",
maxNumToDisplay,
allowCreateNew,
allowDelete,
(SelectUIStatus status, ISavedGameMetadata saveGame) => {
// some error occured, just show window again
if (status != SelectUIStatus.SavedGameSelected) {
ShowSaveSystemUI(user, callback);
return;
}
if (callback != null)
callback.Invoke(status, saveGame);
});
} else {
// this is usually due to incorrect APP ID
Debug.LogError("Save Game client is null...");
}
}
}
#endif
.......................
【问题讨论】:
-
你解决了吗,我通过勾选开发版本得到了同样的结果
-
很遗憾,还是没有解决
-
我解决了我的问题,忘记了这条评论,你回复的好消息是通知我,把它作为答案希望它有帮助
标签: c# unity3d google-play-games