1.点击打开链接
将数据存储为本地二进制文件整理


using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
public class SerializeClassBase<T, S> where T : SerializeDataBase where S : new()
{
public delegate void LocalDataReadDelegate(List<T> dataList);
Queue<LocalDataReadDelegate> m_onReadDoneDelegateQueue = new Queue<LocalDataReadDelegate>();
Thread m_thread;
bool m_threadStart = true;
Queue<T> m_writeThreadQueue = new Queue<T>();
Queue<string> m_readThreadQueue = new Queue<string>();
private static S m_instance;
public static S Instance
{
get
{
if (m_instance == null)
m_instance = new S();
return m_instance;
}
}
public SerializeClassBase()
{
m_thread = new Thread(ThreadAsync);
m_thread.Start();
}
protected virtual void WriteFile(T data)
{
}
protected virtual List<T> ReadFile(string arg)
{
return null;
}
public void SaveData(T data)
{
m_writeThreadQueue.Enqueue(data);
}
public void GetData(string arg,LocalDataReadDelegate del)
{
m_readThreadQueue.Enqueue(arg);
m_onReadDoneDelegateQueue.Enqueue(del);
}
void ThreadAsync()
{
while (m_threadStart)
{
while(m_readThreadQueue.Count > 0)
{
m_onReadDoneDelegateQueue.Dequeue()(ReadFile(m_readThreadQueue.Dequeue()));
}
while (m_writeThreadQueue.Count > 0)
{
WriteFile(m_writeThreadQueue.Dequeue());
}
Thread.Sleep(1000);
}
}
public void StopThread()
{
m_threadStart = false;
}
}

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2.点击打开链接
Unity的WWW类的用法整理






本文主要介绍了在VR漫游项目中如何进行数据存储,包括将数据整理并保存为本地二进制文件。同时,详细梳理了Unity引擎中WWW类的使用方法,帮助理解在VR场景中加载和交互数据的过程。

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