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文章目录
一、 引言
在Unity开发中,序列化(Serialization) 是贯穿整个开发流程的核心技术。无论是游戏对象的持久化存储、Inspector面板的变量显示,还是跨平台数据交换,都离不开序列化的支持。对于编辑器扩展开发而言,深入理解序列化机制更是实现自定义工具和高效数据管理的关键。
为什么需要关注序列化?
-
数据持久化:保存玩家存档、配置数据、场景状态。
-
Inspector交互:在编辑器中直观调整脚本参数。
-
跨平台兼容:通过标准格式(如JSON)实现不同平台间的数据交换。
-
性能优化:合理的序列化策略可减少内存占用和加载时间。
二、什么是序列化?
序列化是将对象转换为可存储或传输的格式(如二进制、JSON等)的过程,使得数据能在不同系统或平台间共享。反向的反序列化则是将这些格式数据还原为原始对象的过程。
在Unity中,序列化的典型场景包括:
三、Unity游戏对象的序列化
游戏对象与组件的自动序列化
Unity的GameObject和Component(如Transform、Renderer等)默认支持序列化。其数据保存在场景或Prefab文件中,包括层级关系、组件属性等。
场景文件示例
打开一个.unity场景文件,可以看到类似以下结构的序列化数据:
--- !u!1 &12345
GameObject:m_Name: Playerm_Component:- component: {fileID: 123456}
--- !u!4 &123456
Transform:m_LocalPosition: {x: 0, y: 0, z: 0}m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
序列化的限制
并非所有类型都能被Unity自动序列化。以下情况会导致字段不被序列化:
- 静态字段(static)
- 非继承自UnityEngine.Object的类引用
- 标记为[NonSerialized]的字段
- 属性(Properties):仅支持字段序列化。
- 未标记的私有字段:需使用[SerializeField]。
- 某些引用类型:如Dictionary(需自定义序列化)。
四、脚本变量的序列化
通过特性标记,开发者可以控制脚本中哪些字段需要序列化并在Inspector中显示。
1、 [SerializeField]:私有字段的序列化
Unity默认只会序列化public字段。若需序列化私有或受保护字段,可使用[SerializeField]。
public class Player : MonoBehaviour {[SerializeField]private int health = 100; // Inspector中可见
}
2、 [System.Serializable]:自定义类的序列化
自定义类或结构体需添加[System.Serializable]属性,才能在Inspector中显示或被Unity序列化。
[System.Serializable]
public class Weapon {public string name;public int damage;
}public class Inventory : MonoBehaviour {public List<Weapon> weapons; // 列表中每个Weapon属性都可在Inspector编辑
}
✅ 最佳实践
避免过度序列化:仅序列化必要数据以减少内存开销
版本兼容性:修改序列化类时注意向后兼容性(如添加新字段不影响旧数据)
五、ScriptableObject序列化
ScriptableObject是Unity提供的一个功能强大的工具,通常用于保存游戏数据、配置数据等。ScriptableObject在Unity中是非常重要的,它不仅能够序列化数据,还能够让你避免创建多个实例化的对象。
ScriptableObject核心特性:
- 独立数据容器:不与场景绑定,保存于.asset文件
- 运行时修改持久化:编辑器模式下修改可保存到项目
- 高效引用系统:作为资产被多个对象引用
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif[System.Serializable]
public class SkillEffect {public enum EffectType { Damage, Heal, Buff }public EffectType type;public float value;public float duration;
}[System.Serializable]
public class SkillLevel {[Range(1, 100)]public int requiredLevel = 1;public float manaCost;public SkillEffect[] effects;
}// 主ScriptableObject类
[CreateAssetMenu(fileName = "New Skill", menuName = "RPG/Skill Config")]
public class SkillConfig : ScriptableObject {public string skillName;public Sprite icon;public float baseCooldown;[TextArea(3, 5)]public string description;[Space]public SkillLevel[] levels = new SkillLevel[5]; // 最多5级技能
}public class SkillSystemTest : MonoBehaviour {void Start() {// 创建临时技能配置SkillConfig tempSkill = CreateSkill("雷电术", new SkillLevel {requiredLevel = 5,manaCost = 30,effects = new[] {new SkillEffect {type = SkillEffect.EffectType.Damage,value = 50,duration = 2}}});// 在编辑器模式下保存资产#if UNITY_EDITORAssetDatabase.CreateAsset(tempSkill, "Assets/Skills/Lightning.asset");AssetDatabase.SaveAssets();#endif}SkillConfig CreateSkill(string name, params SkillLevel[] levels) {SkillConfig config = ScriptableObject.CreateInstance<SkillConfig>();config.skillName = name;config.levels = levels;return config;}
}
六、常见序列化格式
Json_243">1、 JSON序列化(Newtonsoft.Json)
为什么选择Newtonsoft?
- 原生JsonUtility不足:不支持字典、私有字段嵌套类
- Newtonsoft特性:高效灵活,支持复杂类型转换
- 安装方法:通过Unity Package Manager添加com.unity.nuget.newtonsoft-json
using Newtonsoft.Json;
using System.Collections.Generic;
using UnityEngine;// 复杂数据结构示例(包含嵌套类和字典)
[System.Serializable]
public class Player {public string name;[SerializeField]private int _health; //私有字段支持序列化public Dictionary<string, int> skills = new Dictionary<string, int>();// 自定义Vector3序列化(需转换) [JsonIgnore]public Vector3 position;[JsonProperty("position")]private Vector3Serializable PositionSerializable {get => new Vector3Serializable(position);set => position = value.ToVector3();}
}// Vector3序列化辅助类
[System.Serializable]
public struct Vector3Serializable {public float x;public float y;public float z;public Vector3Serializable(Vector3 v) {x = v.x;y = v.y;z = v.z;}public Vector3 ToVector3() => new Vector3(x, y, z);
}public class JsonExample : MonoBehaviour {void Start() {Player player = new Player {name = "Arthur",_health = 200,position = new Vector3(10, 2, 5)};player.skills.Add("Attack", 85);player.skills.Add("Defense", 60);// 序列化string json = JsonConvert.SerializeObject(player, Formatting.Indented);Debug.Log("JSON Output:\n" + json);// 反序列化Player loadedPlayer = JsonConvert.DeserializeObject<Player>(json);Debug.Log($"Position: {loadedPlayer.position}");}
}
控制台输出:
{"name": "Arthur","skills": {"Attack": 85,"Defense": 60},"position": {"x": 10.0,"y": 2.0,"z": 5.0}
}
关键注释:
CSVCsvHelper_337">2、CSV序列化(CsvHelper库)
CsvHelper核心功能
- 自动映射类属性到CSV列
- 处理标题行复杂数据类型
- 安装方法:通过NuGet安装CsvHelper
using CsvHelper;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using UnityEngine;// CSV数据模型类
public class EnemyData {public int Id { get; set; }public string Name { get; set; }public float Speed { get; set; }public string PrefabPath { get; set; }
}public class CsvExample : MonoBehaviour {private string csvPath = "Enemies.csv";void Start() {WriteCSV();ReadCSV();}//序列化 将数据写入CSV文件中void WriteCSV() {List<EnemyData> enemies = new List<EnemyData> {new EnemyData { Id = 1, Name = "Goblin", Speed = 3.5f, PrefabPath = "Prefabs/Enemies/Goblin" },new EnemyData { Id = 2, Name = "Dragon", Speed = 8.0f, PrefabPath = "Prefabs/Enemies/Dragon" }};using (var writer = new StreamWriter(csvPath))using (var csv = new CsvWriter(writer, CultureInfo.InvariantCulture)) {csv.WriteRecords(enemies);}Debug.Log("CSV写入完成!");}//反序列化 将读取到的数据转换成类void ReadCSV() {using (var reader = new StreamReader(csvPath))using (var csv = new CsvReader(reader, CultureInfo.InvariantCulture)) {var records = csv.GetRecords<EnemyData>();foreach (var enemy in records) {Debug.Log($"ID: {enemy.Id}, Name: {enemy.Name}, Speed: {enemy.Speed}");}}}
}
生成CSV内容:
Id,Name,Speed,PrefabPath
1,Goblin,3.5,Prefabs/Enemies/Goblin
2,Dragon,8,Prefabs/Enemies/Dragon
3、Excel序列化 (EPPlus库)
EPPlus库核心能力
- 创建、修改.xlsx文件
- 支持公式、样式、图表
- 安装:从NuGet安装EPPlus(注意Unity需使用兼容版本)
using OfficeOpenXml;
using System;
using System.IO;
using UnityEngine;public class ExcelExample : MonoBehaviour {private string excelPath = "GameData.xlsx";void Start() {WriteExcel();ReadExcel();}private void WriteExcel() {ExcelPackage.LicenseContext = LicenseContext.NonCommercial;// 序列化 写入数据 创建新Excel文件using (ExcelPackage package = new ExcelPackage()) {// 添加工作表ExcelWorksheet sheet = package.Workbook.Worksheets.Add("玩家数据");// 填充标题行sheet.Cells[1, 1].Value = "ID";sheet.Cells[1, 2].Value = "Name";sheet.Cells[1, 3].Value = "Level";sheet.Cells[1, 4].Value = "LastLogin";// 填充数据sheet.Cells[2, 1].Value = 101;sheet.Cells[2, 2].Value = "Player1";sheet.Cells[2, 3].Value = 15;sheet.Cells[2, 4].Value = DateTime.Now;// 保存文件FileStream fileStream = new FileStream(excelPath, FileMode.Create);package.SaveAs(fileStream);fileStream.Close();}Debug.Log("Excel写入完成!");}//反序列化 读取数据private void ReadExcel() {using (ExcelPackage package = new ExcelPackage(new FileInfo(excelPath))) {ExcelWorksheet sheet = package.Workbook.Worksheets["玩家数据"];int rowCount = sheet.Dimension.Rows;for (int row = 2; row <= rowCount; row++) { //跳过标题行int id = int.Parse(sheet.Cells[row, 1].Text);string name = sheet.Cells[row, 2].Text;int level = int.Parse(sheet.Cells[row,3].Text);DateTime lastLogin = DateTime.Parse(sheet.Cells[row,4].Text);Debug.Log($"读取到玩家:{name} (等级{level}), 最后登录时间:{lastLogin}");}}}
}
XML_474">4、XML序列化
核心优势:
- 严格的树状数据格式,支持复杂嵌套结构
- 内置Schema验证(XSD)保证数据完整性
- 支持注释和CDATA块处理特殊字符
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
using UnityEngine;// 装备品类(嵌套定义)
[System.Serializable]
public class EquipmentItem {public enum ItemRarity { Common, Rare, Epic }[XmlAttribute("id")] // 设置为XML属性public string itemID;[XmlElement("displayName")] // 设置为XML元素public string itemName;[XmlIgnore] // 不参与XML序列化public ItemRarity rarity;[XmlElement("durability")]public int currentDurability = 100;// 自定义字段序列化转换器[XmlElement("rarity")]public string RarityString {get => rarity.ToString();set => rarity = (ItemRarity)System.Enum.Parse(typeof(ItemRarity), value);}
}// 角色装备数据容器
[System.Serializable]
public class CharacterEquipment {[XmlArray("WeaponSlots")] // 定义数组包裹元素[XmlArrayItem("Weapon")]public List<EquipmentItem> weapons = new List<EquipmentItem>();[XmlArray("ArmorSlots")][XmlArrayItem("Armor")]public EquipmentItem[] armors = new EquipmentItem[4]; // 固定长度数组
}public class XMLSerializeExample : MonoBehaviour {private string xmlPath = "CharacterData.xml";void Start() {// 创建测试数据CharacterEquipment equipment = new CharacterEquipment {weapons = {new EquipmentItem { itemID = "w_001", itemName = "Steel Sword", rarity = EquipmentItem.ItemRarity.Epic },new EquipmentItem { itemID = "w_002", itemName = "Wooden Bow", rarity = EquipmentItem.ItemRarity.Common }},armors = {new EquipmentItem { itemID = "a_001", itemName = "Iron Helmet" },null, // 演示空元素处理方法new EquipmentItem { itemID = "a_003", itemName = "Chainmail" }}};// 序列化到文件SerializeToXML(equipment, xmlPath);// 从文件反序列化CharacterEquipment loadedData = DeserializeFromXML<CharacterEquipment>(xmlPath);Debug.Log($"加载的武器数量: {loadedData.weapons.Count}");}void SerializeToXML<T>(T data, string path) {XmlSerializer serializer = new XmlSerializer(typeof(T));using (StreamWriter stream = new StreamWriter(path)) {serializer.Serialize(stream, data);}Debug.Log($"XML序列化完成,文件尺寸:{new FileInfo(path).Length} bytes");}T DeserializeFromXML<T>(string path) {XmlSerializer serializer = new XmlSerializer(typeof(T));using (StreamReader stream = new StreamReader(path)) {return (T)serializer.Deserialize(stream);}}
}
XML输出结构:
<CharacterEquipment><WeaponSlots><Weapon id="w_001"><displayName>Steel Sword</displayName><rarity>Epic</rarity><durability>100</durability></Weapon><Weapon id="w_002"><displayName>Wooden Bow</displayName><rarity>Common</rarity><durability>100</durability></Weapon></WeaponSlots><ArmorSlots><Armor id="a_001"><displayName>Iron Helmet</displayName><rarity>Common</rarity><durability>100</durability></Armor><Armor /><Armor id="a_003"><displayName>Chainmail</displayName><rarity>Common</rarity><durability>100</durability></Armor></ArmorSlots>
</CharacterEquipment>
关键注解:
- [XmlAttribute]:将字段序列化为XML属性(紧凑格式)
- [XmlElement]:自定义元素名称(默认使用字段名)
- [XmlArray]+[XmlArrayItem]:控制集合的嵌套结构
- 自定义属性转换器:处理枚举类型与字符串的转换
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