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1.創建玩家登陸界面UI
2.點擊注冊按鈕進入注冊界面
3.注冊的玩家信息會被保存到PlayerInfo.json文件中
4.輸入玩家信息如果用戶名或密碼出錯會提示用戶信息錯誤,並不執行加載
5.輸入正確的信息才能加載到LoadScene場景中
6.加載結束后即可進入游戲畫面
代碼如下:
1.創建一個玩家信息類
[Serializable]//讓玩家信息類可序列化和反序列化
public class PlayerInfo {
public string userName;
public string userPassword;
}
2.將游戲場景打包成AssetBundle資源
public class BuildAsset : MonoBehaviour {
[MenuItem("AssetBundle/Build")]
public static void Build() {
BuildPipeline.BuildAssetBundles(Application.dataPath + "/AssetBundle",BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
}
}
3.UI控制腳本
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);
}
}