从 NSUserDefaults 更改为 NSCoding
Changing from NSUserDefaults to NSCoding
我正在尝试创建我的第一个 sprite 套件 swift 游戏,我的游戏数据使用 nsuserdefaults。我想让它更安全,所以我试图过渡到 NSCoding,但我在网上找到的任何东西都没有完全帮助我,只是让我感到困惑(很抱歉,如果答案已经存在,我可能已经看过它并且不是看不懂。)
这是我的 GameState class:
class GameState {
var score: Int
var highScore: Int
var stars: Int
var sound: Bool
var carType: Int
var xSize: Double
var ySize: Double
var gameOver: Bool
class var sharedInstance: GameState {
struct Singleton {
static let instance = GameState()
}
return Singleton.instance
}
init() {
// Init
score = 0
highScore = 0
stars = 0
carType = 1
sound = true
xSize = 1
ySize = 1
gameOver = false
// Load game state
let defaults = NSUserDefaults.standardUserDefaults()
highScore = defaults.integerForKey("highScore")
stars = defaults.integerForKey("stars")
sound = defaults.boolForKey("sound")
carType = defaults.integerForKey("carType")
xSize = defaults.doubleForKey("xSize")
ySize = defaults.doubleForKey("ySize")
gameOver = defaults.boolForKey("gameOver")
}
func saveState() {
// Update highScore if the current score is greater
highScore = max(score, highScore)
// Store in user defaults
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setInteger(highScore, forKey: "highScore")
defaults.setInteger(stars, forKey: "stars")
defaults.setBool(sound, forKey: "sound")
defaults.setInteger(carType, forKey: "carType")
defaults.setDouble(xSize, forKey: "xSize")
defaults.setDouble(ySize, forKey: "ySize")
defaults.setBool(gameOver, forKey: "gameOver")
NSUserDefaults.standardUserDefaults().synchronize()
} }
并且我在我的其他 classes 中保存和加载数据使用:
GameState.sharedInstance.*****
我将如何更改它以实现 NSCoding 然后从其他 classes 加载和保存数据?谢谢
你要保存的class必须符合NSCoding
协议并实现required init(coder aDecoder: NSCoder)
和func encodeWithCoder(aCoder: NSCoder)
.
这是一个简化的例子:
class GameState: NSObject, NSCoding {
var score: Int?
var gameOver: Bool?
init(score: Int, gameOver: Bool) {
super.init()
self.score = score
self.gameOver = gameOver
}
required init(coder aDecoder: NSCoder) {
self.score = aDecoder.decodeObjectForKey("score") as? Int
self.gameOver = aDecoder.decodeObjectForKey("gameOver") as? Bool
}
func encodeWithCoder(aCoder: NSCoder) {
aCoder.encodeObject(self.score, forKey: "score")
aCoder.encodeObject(self.gameOver, forKey: "gameOver")
}
}
let myGameState = GameState(score: 42, gameOver: true)
然后您可以使用 NSKeyedArchiver
和 NSKeyedUnarchiver
,例如在 AppDelegate 中,将您的对象保存和加载为数据:
func applicationWillTerminate(aNotification: NSNotification) {
NSKeyedArchiver.archiveRootObject(myGameState, toFile: "a/file/path")
}
func applicationDidFinishLaunching(aNotification: NSNotification) {
if let data = NSKeyedUnarchiver.unarchiveObjectWithFile("a/file/path") as? GameState {
myGameState = data
}
}
我正在尝试创建我的第一个 sprite 套件 swift 游戏,我的游戏数据使用 nsuserdefaults。我想让它更安全,所以我试图过渡到 NSCoding,但我在网上找到的任何东西都没有完全帮助我,只是让我感到困惑(很抱歉,如果答案已经存在,我可能已经看过它并且不是看不懂。)
这是我的 GameState class:
class GameState {
var score: Int
var highScore: Int
var stars: Int
var sound: Bool
var carType: Int
var xSize: Double
var ySize: Double
var gameOver: Bool
class var sharedInstance: GameState {
struct Singleton {
static let instance = GameState()
}
return Singleton.instance
}
init() {
// Init
score = 0
highScore = 0
stars = 0
carType = 1
sound = true
xSize = 1
ySize = 1
gameOver = false
// Load game state
let defaults = NSUserDefaults.standardUserDefaults()
highScore = defaults.integerForKey("highScore")
stars = defaults.integerForKey("stars")
sound = defaults.boolForKey("sound")
carType = defaults.integerForKey("carType")
xSize = defaults.doubleForKey("xSize")
ySize = defaults.doubleForKey("ySize")
gameOver = defaults.boolForKey("gameOver")
}
func saveState() {
// Update highScore if the current score is greater
highScore = max(score, highScore)
// Store in user defaults
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setInteger(highScore, forKey: "highScore")
defaults.setInteger(stars, forKey: "stars")
defaults.setBool(sound, forKey: "sound")
defaults.setInteger(carType, forKey: "carType")
defaults.setDouble(xSize, forKey: "xSize")
defaults.setDouble(ySize, forKey: "ySize")
defaults.setBool(gameOver, forKey: "gameOver")
NSUserDefaults.standardUserDefaults().synchronize()
} }
并且我在我的其他 classes 中保存和加载数据使用:
GameState.sharedInstance.*****
我将如何更改它以实现 NSCoding 然后从其他 classes 加载和保存数据?谢谢
你要保存的class必须符合NSCoding
协议并实现required init(coder aDecoder: NSCoder)
和func encodeWithCoder(aCoder: NSCoder)
.
这是一个简化的例子:
class GameState: NSObject, NSCoding {
var score: Int?
var gameOver: Bool?
init(score: Int, gameOver: Bool) {
super.init()
self.score = score
self.gameOver = gameOver
}
required init(coder aDecoder: NSCoder) {
self.score = aDecoder.decodeObjectForKey("score") as? Int
self.gameOver = aDecoder.decodeObjectForKey("gameOver") as? Bool
}
func encodeWithCoder(aCoder: NSCoder) {
aCoder.encodeObject(self.score, forKey: "score")
aCoder.encodeObject(self.gameOver, forKey: "gameOver")
}
}
let myGameState = GameState(score: 42, gameOver: true)
然后您可以使用 NSKeyedArchiver
和 NSKeyedUnarchiver
,例如在 AppDelegate 中,将您的对象保存和加载为数据:
func applicationWillTerminate(aNotification: NSNotification) {
NSKeyedArchiver.archiveRootObject(myGameState, toFile: "a/file/path")
}
func applicationDidFinishLaunching(aNotification: NSNotification) {
if let data = NSKeyedUnarchiver.unarchiveObjectWithFile("a/file/path") as? GameState {
myGameState = data
}
}