目前Unity3D依然是移动手机开发的主流开发工具。

而在移动端推荐的打包解包方法是使用Protobuf协议:主要优点就是效率高,传输量小,节省带宽。而想要在Android和IOS端都能使用Protobuf,我使用的方法是把Protobuf-net源代码拷贝到项目中的Scripts文件夹中,而当拷贝到文件夹时会出现如下错误。(文章结尾附有源代码)

unity3d protobuf unity3d protobuf bytes文件读取_protobuf

我们只需要在Assets目录下创建smcs.rsp文件,并在文件中写入-unsafe,重新编译,即可发现错误消失。

这样前期配置工作就完成了,下面就是简单的编码部分。

1、首先创建一个cs文件,命名为Person.cs,具体源码如下

[ProtoContract]
public class Person {
    [ProtoMember(1)]
    public int Id { get; set; }
    [ProtoMember(2)]
    public string Name { get; set; }
    [ProtoMember(3)]
    public Address Address { set; get; }

    public override string ToString()
    {
        return "Id = " + Id + " " + "Name = " + Name + " " + "Address = " + Address;
    }
}
[ProtoContract]
public class Address
{
    [ProtoMember(1)]
    public string Line1 { get; set; }
    [ProtoMember(2)]
    public string Line2 { get; set; }

    public override string ToString()
    {
        return "Line1 = " + Line1 + " " + "Line2 = " + Line2;
    }
}


2、在项目中创建一个Test.cs文件,并挂载到Main Camera上

public class Test : MonoBehaviour
{
    List<Person> persons = new List<Person>();
    void Start()
    {
        Person p1 = new Person()
        {
            Address = new Address() {Line1 = "one line address", Line2 = "two line address"},
            Id = 1,
            Name = "肖明"
        };
        Person p2 = new Person() {Address = new Address() {Line1 = "one line", Line2 = "two line"}, Id = 1, Name = "肖红"};
        persons.Add(p1);
        persons.Add(p2);
        using (var file = File.Create("test.bin"))//把对象序列化到文件中
        {
            Serializer.Serialize(file,persons);
        }
    } 

    void OnGUI()
    {
        if (GUILayout.Button("反序列化"))
        {
            Deserialize();
        }
    }

    void Deserialize()
    {
        List<Person> personList =new List<Person>();
        using (var file = File.OpenRead("test.bin"))
        {
            personList = Serializer.Deserialize<List<Person>>(file);
        }

        foreach (var person in personList)
        {
            Debug.Log(person);
        }
    }
}


3、运行程序,你会发现在你的项目根目录中有一个test.bin文件,里面就存放的是我们被序列化的对象

4、点击场景中的反序列化Button,

unity3d protobuf unity3d protobuf bytes文件读取_unity_02

,会看到输出了如下字符串

unity3d protobuf unity3d protobuf bytes文件读取_unity_03

5、我简单写了一个protobuf工具类,主要提供把对象序列化到文件或者内存中去,和把文件或者内存中的数据反序列化出来,下面是主要源代码

public class ProtobufHelper
{
    /// <summary>
    /// 把对象序列化到内存中
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="t"></param>
    /// <returns></returns>
    public static string Serialize<T>(T t)
    {
        using (MemoryStream ms = new MemoryStream())
        {
            Serializer.Serialize(ms, t);
            return Encoding.UTF8.GetString(ms.ToArray());
        }
    }
    /// <summary>
    /// 把对象序列化到文件中
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="path"></param>
    /// <param name="t"></param>
    public static void Serialize<T>(string path, T t)
    {
        using (var file = File.Create(path))
        {
            Serializer.Serialize(file,t);
        }
    }
    /// <summary>
    /// 把对象从内存中反序列化回来
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="content"></param>
    /// <returns></returns>
    public static T Deserialize<T>(string content)
    {

        using (MemoryStream ms = new MemoryStream(Encoding.UTF8.GetBytes(content)))
        {
            T t = Serializer.Deserialize<T>(ms);
            return t;
        }
    }

    /// <summary>
    /// 把对象从文件中反序列化回来
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="s"></param>
    /// <returns></returns>
    public static T Deserialize<T>(Stream s)
    {
        return Serializer.Deserialize<T>(s);
    }
}


6、下面是这个类的简单实用方法(把数据序列化到内存中,并把对象从内存中反序列化回来),在Test.cs修改代码如下

public class Test : MonoBehaviour
{
    List<Person> persons = new List<Person>();
    string strResult = String.Empty;
    void Start()
    {
        Person p1 = new Person()
        {
            Address = new Address() {Line1 = "one line address", Line2 = "two line address"},
            Id = 1,
            Name = "肖明"
        };
        Person p2 = new Person() {Address = new Address() {Line1 = "one line", Line2 = "two line"}, Id = 1, Name = "肖红"};
        persons.Add(p1);
        persons.Add(p2);
        strResult = ProtobufHelper.Serialize(persons);//序列化到内存中
    } 

    void OnGUI()
    {
        if (GUILayout.Button("反序列化"))
        {
            Deserialize();
        }
    }

    void Deserialize()
    {
        List<Person> personList =new List<Person>();
        personList = ProtobufHelper.Deserialize<List<Person>>(strResult);从内存中反序列化出来

        foreach (var person in personList)
        {
            Debug.Log(person);
        }
    }
}


7、下面是把数据序列化到文件中,并把对象从文件中反序列化回来,在Test.cs修改代码如下

public class Test : MonoBehaviour
{
    List<Person> persons = new List<Person>();
    private string path;
    void Start()
    {
        path = Application.streamingAssetsPath + "/test.bin";
        Person p1 = new Person()
        {
            Address = new Address() {Line1 = "one line address", Line2 = "two line address"},
            Id = 1,
            Name = "肖明"
        };
        Person p2 = new Person() {Address = new Address() {Line1 = "one line", Line2 = "two line"}, Id = 1, Name = "肖红"};
        persons.Add(p1);
        persons.Add(p2);
        ProtobufHelper.Serialize<List<Person>>(path,persons);//把对象序列化到文件中
    } 

    void OnGUI()
    {
        if (GUILayout.Button("反序列化"))
        {
            Deserialize();
        }
    }

    void Deserialize()
    {
        List<Person> personList =new List<Person>();
        using (var file = File.OpenRead(path))//从文件中读取
        {
            personList = ProtobufHelper.Deserialize<List<Person>>(file);
        }

        foreach (var person in personList)
        {
            Debug.Log(person);
        }
    }
}



8.这就是一个简单的Protobuf序列化与反序列化介绍,我附上protobuf-net源代码供大家下载

链接:http://pan.baidu.com/s/1kUBZDYZ 密码:4b01