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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。
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。
在Unity的Editor安装目录下“ Editor\Data\Mono\lib\mono\2.0\ Mono.Data.Sqlite.dll”
在Unity的Editor安装目录下“ Editor\Data\Mono\lib\mono\2.0\ System.Data.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。
/// <summary>
/// 数据库连接
/// </summary>
private SqliteConnection SqlConnection;
/// <summary>
/// 数据库命令
/// </summary>
private SqliteCommand SqlCommand;
/// <summary>
/// 数据库读取
/// </summary>
private SqliteDataReader SqlDataReader;
建立数据库连接
/// <summary> /// 建立数据库连接 /// </summary> 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
/// <summary>
/// 执行SQL语句
/// </summary>
/// <param name="command"></param>
/// <returns></returns>
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
/// <summary> /// 创建表格 /// </summary> /// <param name="col"></param> /// <param name="colType"></param> 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
/// <summary> /// 插入 /// </summary> /// <param name="key"></param> /// <param name="value"></param> /// <returns></returns> 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
/// <summary> /// 删除 /// </summary> /// <param name="key"></param> /// <returns></returns> 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
/// <summary> /// 更新 /// </summary> /// <param name="key"></param> /// <param name="value"></param> /// <returns></returns> 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
/// <summary> /// 查找 /// </summary> /// <param name="key"></param> /// <returns></returns> 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
/// <summary>
/// 表格是否存在
/// </summary>
/// <param name="tableName"></param>
/// <returns></returns>
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
/// <summary> /// 关闭数据库 /// </summary> 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); } } } }
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
新建一个测试函数
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
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