• Unity中XML的解析,读取,存储,AES256加密,AES256加密解析..


    参考:刘国柱大神书籍:Unity3D/2D游戏开发,26章-数据持久化技术

    XMLOperation代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    // XmlSerializer引入命名空间
    using System.Xml.Serialization;
    
    // Convert,Type引入命名空间
    using System;
    
    // MemoryStream引入命名空间
    using System.IO;
    
    // XmlTextWriter引入命名空间
    using System.Xml;
    
    // RijndaelManaged引入命名空间
    using System.Security.Cryptography;
    
    // UTF8引入命名空间
    using System.Text;
    
    public class XMLOperation
    {
    	private static XMLOperation instance = null;
    
    	public static XMLOperation Instance {
    		get {
    			if (instance == null) {
    				instance = new XMLOperation ();
    			}
    			return instance;
    		}
    	}
    
    	/// <summary>
    	/// 加密方法
    	/// </summary>
    	/// <param name="toE">To e.</param>
    	public string Encrypt (string toE)
    	{
    		//加密和解密必须采用相同的key,具体自己填写,但是必须为32位
    		byte[] keyArray = UTF8Encoding.UTF8.GetBytes ("12345678123456781234567812345678");
    		//访问 Rijndael 算法的托管版本
    		RijndaelManaged rDel = new RijndaelManaged ();
    		//设置对称算法的密钥 模式 填充模式
    		rDel.Key = keyArray;
    		rDel.Mode = CipherMode.ECB;
    		rDel.Padding = PaddingMode.PKCS7;
    		//用当前的 Key 属性和初始化向量 (IV) 创建对称加密器对象。
    		ICryptoTransform cTrans = rDel.CreateEncryptor ();
    		//转换为UTF8编码的字节数组
    		byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes (toE);
    		byte[] resultArray = cTrans.TransformFinalBlock (toEncryptArray, 0, toEncryptArray.Length);
    		//将8位元不带正负号的整数阵列的值,转换为使用Base-64 位数编码的相等字串表示。
    		return Convert.ToBase64String (resultArray, 0, resultArray.Length);
    	}
    
    	/// <summary>
    	/// 解密方法
    	/// </summary>
    	/// <param name="toD">To d.</param>
    	public string Decrypt (string toD)
    	{
    		byte[] keyArray = UTF8Encoding.UTF8.GetBytes ("12345678123456781234567812345678");
    		RijndaelManaged rDel = new RijndaelManaged ();
    		rDel.Key = keyArray;
    		rDel.Mode = CipherMode.ECB;
    		rDel.Padding = PaddingMode.PKCS7;
    		ICryptoTransform cTrans = rDel.CreateDecryptor ();
    		byte[] toEncryptArray = Convert.FromBase64String (toD);
    		byte[] resultArray = cTrans.TransformFinalBlock (toEncryptArray, 0, toEncryptArray.Length);
    		return UTF8Encoding.UTF8.GetString (resultArray);
    	}
    
    	/// <summary>
    	/// 序列化对象
    	/// </summary>
    	/// <returns>The object.</returns>
    	/// <param name="pObjcet">P objcet.</param>
    	/// <param name="type">Type.</param>
    	public string SerializeObject (object pObjcet, Type type)
    	{
    		string XMLizedString = null;
    		//系统内存提供流式的读写操作,常作为其他流数据交换时的中间对象操作。
    		MemoryStream memoryStream = new MemoryStream ();
    		//XMLSerializer 对象使你能够把一个 XML 文档或 Node 对象转化或“序列化”为未解析的 XML 标记的一个字符串
    		XmlSerializer xs = new XmlSerializer (type);
    		// XmlTextWriter 写文件
    		XmlTextWriter xmlTextWriter = new XmlTextWriter (memoryStream, Encoding.UTF8);
    		//序列化对象 
    		xs.Serialize (xmlTextWriter, pObjcet);
    		memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
    		XMLizedString = UTF8ByteArrayToString (memoryStream.ToArray ());
    		return XMLizedString;
    	}
    
    	/// <summary>
    	/// 反序列化对象
    	/// </summary>
    	/// <returns>The serialize object.</returns>
    	/// <param name="XmlizedString">Xmlized string.</param>
    	/// <param name="type">Type.</param>
    	public object DeSerializeObject (string XmlizedString, Type type)
    	{
    		//XMLSerializer 对象使你能够把一个 XML 文档或 Node 对象转化或“序列化”为未解析的 XML 标记的一个字符串
    		XmlSerializer xs = new XmlSerializer (type);
    		MemoryStream memoryStream = new MemoryStream (StringToUTF8ByteArray (XmlizedString));
    		XmlTextWriter xmlTextWriter = new XmlTextWriter (memoryStream, Encoding.UTF8);
    		return xs.Deserialize (memoryStream);
    	}
    
    	/// <summary>
    	/// 创建XML文件
    	/// </summary>
    	/// <param name="fileName">文件名.</param>
    	/// <param name="fileDate">文件数据.</param>
    	public void CreateXML (string fileName, string fileData)
    	{
    		//写文件流
    		StreamWriter sWrite;
    		//是否加密处理
    		//string strWriteFileData = Encrypt (fileData);
    		//写入文件数据
    		string strWriteFileData = fileData;
    		//创建文件
    		sWrite = File.CreateText (fileName);
    		//文件写入数据
    		sWrite.Write (strWriteFileData);
    		//关闭文件流
    		sWrite.Close ();
    	}
    
    	/// <summary>
    	/// 读取文件
    	/// </summary>
    	/// <returns>The XM.</returns>
    	/// <param name="fileName">文件名</param>
    	public string LoadXML (string fileName)
    	{
    		//读文件流
    		StreamReader sReader;
    		//读取数据字符串
    		string dataStr;
    		sReader = File.OpenText (fileName);
    		dataStr = sReader.ReadToEnd ();
    		//关闭文件流读取
    		sReader.Close ();
    		//是否加密处理
    		//return Decrypt (dataStr);
    		return dataStr;
    	}
    
    
    	/// <summary>
    	/// 判断是否存在文件
    	/// </summary>
    	/// <returns><c>true</c> if this instance has file the specified fileName; otherwise, <c>false</c>.</returns>
    	/// <param name="fileName">File name.</param>
    	public bool HasFile (String fileName)
    	{
    		return File.Exists (fileName);
    	}
    
    	/// <summary>
    	/// UTF8字节数组转字符串
    	/// </summary>
    	/// <returns>The f8 byte array to string.</returns>
    	/// <param name="characters">Characters.</param>
    	public string UTF8ByteArrayToString (byte[] characters)
    	{
    		UTF8Encoding encoding = new UTF8Encoding ();
    		string constructString = encoding.GetString (characters);
    		return constructString;
    	}
    
    	/// <summary>
    	/// 字符串转UTF8字节数组
    	/// </summary>
    	/// <returns>The to UT f8 byte array.</returns>
    	/// <param name="xmlString">Xml string.</param>
    	public byte[] StringToUTF8ByteArray (String xmlString)
    	{
    		UTF8Encoding encoding = new UTF8Encoding ();
    		byte[] byteArray = encoding.GetBytes (xmlString);
    		return byteArray;
    	}
    }
    

      LevelData代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class LevelData
    {
    	/// <summary>
    	/// 关卡编号
    	/// </summary>
    	public int levelNumber;
    	/// <summary>
    	/// 关卡是否解锁
    	/// </summary>
    	public bool isUnlock;
    	/// <summary>
    	/// 关卡名字
    	/// </summary>
    	public string levelName;
    	/// <summary>
    	/// 关卡详情
    	/// </summary>
    	public LevelDetailInfo levelDetailInfos;
    
    	public LevelData ()
    	{
    		
    	}
    
    	public LevelData (int levelNumber, bool isUnlock, string levelName, LevelDetailInfo levelDetailInfos)
    	{
    		this.levelNumber = levelNumber;
    		this.isUnlock = isUnlock;
    		this.levelName = levelName;
    		this.levelDetailInfos = levelDetailInfos;
    	}
    }
    

      LevelDetailInfo代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class LevelDetailInfo
    {
    	/// <summary>
    	/// 通关要求
    	/// </summary>
    	public string DemandOfPass;
    	/// <summary>
    	/// 详细内容
    	/// </summary>
    	public string DetailContent;
    
    	public LevelDetailInfo ()
    	{
    		
    	}
    
    	public LevelDetailInfo (string DemandOfPass, string DetailContent)
    	{
    		this.DemandOfPass = DemandOfPass;
    		this.DetailContent = DetailContent;
    	}
    }
    

      TestXML代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class TestXML : MonoBehaviour
    {
    	//关卡数据集合
    	public List<LevelData> levelDateList = new List<LevelData> ();
    	static string fileName;
    
    	void Start ()
    	{
    		fileName = Application.persistentDataPath + "/UnityLevelData";
    		TestCase ();
    		StoreDataToXMLFile ();
    		ReadDataFromXMLFile ();
    	}
    
    	/// <summary>
    	/// xml描述
    	/// </summary>
    	void TestCase ()
    	{
    		LevelDetailInfo levelDetailInfo0 = new LevelDetailInfo ("我是第一关的描述要求", "我是第一关的详细内容,跑酷");
    		LevelDetailInfo levelDetailInfo1 = new LevelDetailInfo ("我是第二关的描述要求", "我是第二关的详细内容,穿针");
    		levelDateList.Add (new LevelData (0, true, "第一关", levelDetailInfo0));
    		levelDateList.Add (new LevelData (1, true, "第二关", levelDetailInfo1));
    	}
    
    	/// <summary>
    	/// 写入数据
    	/// </summary>
    	void StoreDataToXMLFile ()
    	{
    		string s = XMLOperation.Instance.SerializeObject (levelDateList, typeof(List<LevelData>));
    		Debug.Log ("持久化xml = " + s);
    		Debug.Log ("创建文件名fileName的路径 = " + fileName);
    		XMLOperation.Instance.CreateXML (fileName, s);
    		string encrypt = XMLOperation.Instance.Encrypt (s);
    		Debug.Log ("加密的 = " + encrypt);
    		string decrypt = XMLOperation.Instance.Decrypt (encrypt);
    		Debug.Log ("解密的 = " + decrypt);
    	}
    
    	/// <summary>
    	/// 从文件中读取数据
    	/// </summary>
    	void ReadDataFromXMLFile ()
    	{
    		try {
    			string strTemp = XMLOperation.Instance.LoadXML (fileName);
    			levelDateList = XMLOperation.Instance.DeSerializeObject (strTemp, typeof(List<LevelData>))as List<LevelData>;
    			foreach (LevelData item in levelDateList) {
    				Debug.Log ("关卡号 : " + item.levelNumber);
    				Debug.Log ("关卡是否解锁 : " + item.isUnlock);
    				Debug.Log ("关卡名字 : " + item.levelName);
    				Debug.Log ("通关要求 : " + item.levelDetailInfos.DemandOfPass);
    				Debug.Log ("详细内容 : " + item.levelDetailInfos.DetailContent);
    			}
    		} catch (System.Exception ex) {
    			Debug.Log ("读取XML错误 异常" + ex);
    		}
    	}
    }
    

     打印信息如下:

     

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  • 原文地址:https://www.cnblogs.com/jbw752746541/p/9523222.html
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