這里我們使用Sqlite數據庫,Sqlite數據庫是一個輕量級、跨平臺的關系型數據庫,尤其是跨平臺更是和Unity非常的搭配,但是應為輕量化,所以不能滿足企業級數據庫的要求,但是一些小型游戲使用的話足可以滿足需求
1.Mono.Data.Sqlite.dll
在unity安裝文件“Unity\Editor\Data\MonoBleedingEdge\lib\mono”可以找到,注意mono文件夾下面 有對應版本號,可以根據自己的項目來決定選擇。
2.System.Data.dll 同上位置一樣可以找到 ,不過建議使用2.0版本
3.sqlite3.dll 就在\Unity\Editor下可以找到
找到這些文件,還沒有大功告成下面我們還需要把這3個文件放在你的項目的這個路徑下面:\Assets\Plugins\,沒有Plugins文件夾就必須創建這個文件夾,然后將這三個dll文件放在該文件夾下面。Plugins是專門存放數組庫文件的文件夾,命名必須一字不差,不然會找不到路徑
好啦 ,環境準備工作完成 下面就直接上代碼
首先是一個 Sqlite的數據庫操作類,
using UnityEngine;
using System.Collections;
//導入sqlite數據集,也就是Plugins文件夾下的那個dll文件
using Mono.Data.Sqlite;
using System;
//數據集 是formwork2.0 用vs開發要自己引用框架中的System.Data
using System.Data;
public class SqliteDbHelper
{
/// <summary>
/// 聲明一個連接對象
/// </summary>
private SqliteConnection dbConnection;
/// <summary>
/// 聲明一個操作數據庫命令
/// </summary>
private SqliteCommand dbCommand;
/// <summary>
/// 聲明一個讀取結果集的一個或多個結果流
/// </summary>
private SqliteDataReader reader;
/// <summary>
/// 數據庫的連接字符串,用于建立與特定數據源的連接
/// </summary>
/// <param name="connectionString">數據庫的連接字符串,用于建立與特定數據源的連接</param>
public SqliteDbHelper (string connectionString)
{
OpenDB (connectionString);
Debug.Log(connectionString);
}
public void OpenDB (string connectionString)
{
try
{
dbConnection = new SqliteConnection (connectionString);
dbConnection.Open();
Debug.Log ("Connected to db");
}
catch(Exception e)
{
string temp1 = e.ToString();
Debug.Log(temp1);
}
}
/// <summary>
/// 關閉連接
/// </summary>
public void CloseSqlConnection ()
{
if (dbCommand != null)
{
dbCommand.Dispose();
}
dbCommand = null;
if (reader != null)
{
reader.Dispose ();
}
reader = null;
if (dbConnection != null)
{
dbConnection.Close ();
}
dbConnection = null;
Debug.Log ("Disconnected from db.");
}
/// <summary>
/// 執行查詢sqlite語句操作
/// </summary>
/// <param name="sqlQuery"></param>
/// <returns></returns>
public SqliteDataReader ExecuteQuery (string sqlQuery)
{
dbCommand = dbConnection.CreateCommand ();
dbCommand.CommandText = sqlQuery;
reader = dbCommand.ExecuteReader ();
return reader;
}
/// <summary>
/// 查詢該表所有數據
/// </summary>
/// <param name="tableName">表名</param>
/// <returns></returns>
public SqliteDataReader ReadFullTable (string tableName)
{
string query = "SELECT * FROM " + tableName;
return ExecuteQuery (query);
}
/// <summary>
/// 動態添加表字段到指定表
/// </summary>
/// <param name="tableName">表名</param>
/// <param name="values">字段集合</param>
/// <returns></returns>
public SqliteDataReader InsertInto (string tableName, string[] values)
{
string query = "INSERT INTO " + tableName + " VALUES (" + values[0];
for (int i = 1; i < values.Length; ++i)
{
query += ", " + values;
}
query += ")";
return ExecuteQuery (query);
}
/// <summary>
/// 動態更新表結構
/// </summary>
/// <param name="tableName">表名</param>
/// <param name="cols">字段集</param>
/// <param name="colsvalues">對于集合值</param>
/// <param name="selectkey">要查詢的字段</param>
/// <param name="selectvalue">要查詢的字段值</param>
/// <returns></returns>
public SqliteDataReader UpdateInto (string tableName, string []cols,
string []colsvalues,string selectkey,string selectvalue)
{
string query = "UPDATE "+tableName+" SET "+cols[0]+" = "+colsvalues[0];
for (int i = 1; i < colsvalues.Length; ++i) {
query += ", " +cols+" ="+ colsvalues;
}
query += " WHERE "+selectkey+" = "+selectvalue+" ";
return ExecuteQuery (query);
}
/// <summary>
/// 動態刪除指定表字段數據
/// </summary>
/// <param name="tableName">表名</param>
/// <param name="cols">字段</param>
/// <param name="colsvalues">字段值</param>
/// <returns></returns>
public SqliteDataReader Delete(string tableName,string []cols,string []colsvalues)
{
string query = "DELETE FROM "+tableName + " WHERE " +cols[0] +" = " + colsvalues[0];
for (int i = 1; i < colsvalues.Length; ++i)
{
query += " or " +cols+" = "+ colsvalues;
}
Debug.Log(query);
return ExecuteQuery (query);
}
/// <summary>
/// 動態添加數據到指定表
/// </summary>
/// <param name="tableName">表名</param>
/// <param name="cols">字段</param>
/// <param name="values">值</param>
/// <returns></returns>
public SqliteDataReader InsertIntoSpecific (string tableName, string[] cols,
string[] values)
{
if (cols.Length != values.Length)
{
throw new SqliteException ("columns.Length != values.Length");
}
string query = "INSERT INTO " + tableName + "(" + cols[0];
for (int i = 1; i < cols.Length; ++i)
{
query += ", " + cols;
}
query += ") VALUES (" + values[0];
for (int i = 1; i < values.Length; ++i)
{
query += ", " + values;
}
query += ")";
return ExecuteQuery (query);
}
/// <summary>
/// 動態刪除表
/// </summary>
/// <param name="tableName">表名</param>
/// <returns></returns>
public SqliteDataReader DeleteContents (string tableName)
{
string query = "DELETE FROM " + tableName;
return ExecuteQuery (query);
}
/// <summary>
/// 動態創建表
/// </summary>
/// <param name="name">表名</param>
/// <param name="col">字段</param>
/// <param name="colType">類型</param>
/// <returns></returns>
public SqliteDataReader CreateTable (string name, string[] col, string[] colType)
{
if (col.Length != colType.Length)
{
throw new SqliteException ("columns.Length != colType.Length");
}
string query = "CREATE TABLE " + name + " (" + col[0] + " " + colType[0];
for (int i = 1; i < col.Length; ++i)
{
query += ", " + col + " " + colType;
}
query += ")";
Debug.Log(query);
return ExecuteQuery (query);
}
/// <summary>
/// 根據查詢條件 動態查詢數據信息
/// </summary>
/// <param name="tableName">表</param>
/// <param name="items">查詢數據集合</param>
/// <param name="col">字段</param>
/// <param name="operation">操作</param>
/// <param name="values">值</param>
/// <returns></returns>
public SqliteDataReader SelectWhere (string tableName, string[] items, string[] col, string[] operation, string[] values)
{
if (col.Length != operation.Length || operation.Length != values.Length)
{
throw new SqliteException ("col.Length != operation.Length != values.Length");
}
string query = "SELECT " + items[0];
for (int i = 1; i < items.Length; ++i)
{
query += ", " + items;
}
query += " FROM " + tableName + " WHERE " + col[0] + operation[0] + "'" + values[0] + "' ";
for (int i = 1; i < col.Length; ++i)
{
query += " AND " + col + operation + "'" + values[0] + "' ";
}
return ExecuteQuery (query);
}
}
下面是數據庫的操作類
using UnityEngine;
using System.Collections;
using System;
using Mono.Data.Sqlite;
using System.Data;
public class SqliteDbTest : MonoBehaviour {
SqliteDbHelper db ;
int id=1;
void Start ()
{
db = new SqliteDbHelper("Data Source=./sqlite.db");
Debug.Log(db.ToString());
/*
SqliteDbAccess db = new SqliteDbAccess("data source=mydb1.db");
db.CreateTable("momo",new string[]{"name","qq","email","blog"},
new string[]{"text","text","text","text"});
db.CloseSqlConnection();
*/
} public string name = "";
public string emls = "";
void OnGUI()
{
if(GUILayout.Button("create table"))
{
db.CreateTable("mytable",new string[]{"id","name","email"},new string[]{"int","varchar(20)","varchar(50)"});
Debug.Log("create table ok");
}
if(GUILayout.Button("insert data"))
{
db.InsertInto("mytable",
new string[] { "" + (++id), "'隨風去旅行"+id+"'","'zhangj_live"+id+"@163.com'"});//),"'aaa"+id+"'","'aaa"+id+"@sohu.com'"});
Debug.Log("insert table ok");
}
if(GUILayout.Button("search database"))
{
IDataReader sqReader = db.SelectWhere("mytable", new string[]
{"name","email"},new string[]{"id"},new string[]{"="},new string[]{"2"});
while (sqReader.Read())
{
//Debug.Log(
name= "name="+sqReader.GetString(sqReader.GetOrdinal("name"));// +
emls = "email=" + sqReader.GetString(sqReader.GetOrdinal("email"));
//);
}
}
if (name != "")
{
GUI.Label(new Rect(100, 100, 100, 100), name);
GUI.Label(new Rect(100, 200, 100, 100), emls);
// GUILayout.Label(emls);
}
if(GUILayout.Button("close database"))
{
db.CloseSqlConnection();
Debug.Log("close table ok");
}
}
}
運行以后
注意,創建的Sqlite數據庫的表放在StreamingAssets文件夾下,這也是系統的指定路徑,用來存放數據庫的表文件
我使用的數據庫可視化工具是SQLiteManager,在他里面創建表就可以了