原文:http://forum.unity3d.com/threads/28500-SQLite-Class-Easier-Database-Stuff
原始文章主要是使用JavaScript语言建立本地数据库
以前在开发中一直使用IOS源生的数据库,通过传递消息的形式在与Unity3D中进行交互。本文我在详细说说如何使用C#语言来在MAC 操作系统下创建Unity本地数据库,我是C#控哇咔咔~~~
首先你需要得到Mono.Data.Sqlite.dll 文件 与System.Data.dll文件。如果你在Mac 操作系统下使用Unity那么很悲剧,找不到这两个文件,至少我没能找到。后来我在Windows下的Unity安装路径中找到了它。为了方便大家我将这两个文件上传至网盘中,如果没有这两个文件的朋友请下载。
下载地址:http://vdisk.weibo.com/s/abG7k
.zip文件下载完毕后直接解压,然后将Mono.Data.Sqlite.dll 文件 与System.Data.dll文件放在Unity工程中的Assets文件夹中。如下图所示,两个文件已经放置在Project视图当中。
Ok ,我们编写C#脚本,原始文章没有Unity数据库更新与删除的方法,我在这里加上更新与删除的方法,方便大家开发时使用。因为其实Unity中更新与删除数据库也是个比较重要的功能。
注意:下面脚本不要绑定在任何游戏对象身上,大家无需把它当作脚本可以当作一个工具类来使用。
using UnityEngine;
using System;
using System.Collections;
using Mono.Data.Sqlite;
public class DbAccess
{
private SqliteConnection dbConnection;
private SqliteCommand dbCommand;
private SqliteDataReader reader;
public DbAccess (string connectionString)
{
OpenDB (connectionString);
}
public DbAccess ()
{
}
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);
}
}
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.");
}
public SqliteDataReader ExecuteQuery (string sqlQuery)
{
dbCommand = dbConnection.CreateCommand ();
dbCommand.CommandText = sqlQuery;
reader = dbCommand.ExecuteReader ();
return reader;
}
public SqliteDataReader ReadFullTable (string tableName)
{
string query = "SELECT * FROM " + tableName;
return ExecuteQuery (query);
}
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[i];
}
query += ")";
return ExecuteQuery (query);
}
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[i]+" ="+ colsvalues[i];
}
query += " WHERE "+selectkey+" = "+selectvalue+" ";
return ExecuteQuery (query);
}
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[i]+" = "+ colsvalues[i];
}
Debug.Log(query);
return ExecuteQuery (query);
}
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[i];
}
query += ") VALUES (" + values[0];
for (int i = 1; i < values.Length; ++i) {
query += ", " + values[i];
}
query += ")";
return ExecuteQuery (query);
}
public SqliteDataReader DeleteContents (string tableName)
{
string query = "DELETE FROM " + tableName;
return ExecuteQuery (query);
}
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[i] + " " + colType[i];
}
query += ")";
return ExecuteQuery (query);
}
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[i];
}
query += " FROM " + tableName + " WHERE " + col[0] + operation[0] + "'" + values[0] + "' ";
for (int i = 1; i < col.Length; ++i) {
query += " AND " + col[i] + operation[i] + "'" + values[0] + "' ";
}
return ExecuteQuery (query);
}
}
首先是创建本地数据库,我们创建C#脚本Test.cs直接绑定在摄像机中。
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
void Start ()
{
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//创建数据库表,与字段
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//关闭对象
db.CloseSqlConnection();
}
}
运行游戏后,数据库对象会自动生成在项目的根目录中。查看数据库的软件我使用的是Navicat Premium,如果没有请大家下载,然后继续。如下图所示,数据库文件xuanyusong.db已经生成在项目的根目录中,接着我使用Navicat Premium软件将这个数据库打开。数据库的表名为momo 打开表后字段包含name、 qq 、email、 blog。都是我们在代码中创建的。
(点击查看大图)
OK,我们继续。首先是插入数据,记得将编码修改成UTF-16 不然中文会乱码。
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
void Start ()
{
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.CloseSqlConnection();
}
}
接着是更新数据。UpdateInto是我新写的方法,接受更新多条数据。
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
void Start ()
{
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
db.UpdateInto("momo",new string[]{"name","qq"},new string[]{"'xuanyusong'","'11111111'"}, "email", "'xuanyusong@gmail.com'" );
db.CloseSqlConnection();
}
}
然后是删除数据DELETE也是我封装的方法。
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
void Start ()
{
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
db.CloseSqlConnection();
}
}
最后是查找数据。
using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
public class Test : MonoBehaviour
{
void Start ()
{
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
//注解1
SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{"289187120"});
while (sqReader.Read())
{
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")) + sqReader.GetString(sqReader.GetOrdinal("email")));
}
db.CloseSqlConnection();
}
}
注解1:这里的结构非常像安卓的数据库指针,然后while循环把每一条数据都取出来。 sqReader.Gerordinal()方法就是拿到对应列名称的数据。如下图所示,经过一些列的添加与删除的操作最后数据库的内容如下。
如下图所示,我使用Log也将数据库name 与 email的字段打印了出来。最后我在强调一点,我们在OnStart方法中db.CreateTable创建数据库表,如果重复创建系统会抛出错误。避免这个情况请保证你的数据库表只会被创建一次。祝大家学习愉快嘎嘎嘎~~~
留言中看到有朋友说报错,那么MOMO将我的工程打包,提供下在地址
Unity 使用SQLite本地数据库的下载地址如下:http://vdisk.weibo.com/s/abGmB
如下图所示,请先在PlaySettings中修改Api Compatibility Level 改成.NET 2.0,如果不修改会报错
注意:Error building Player: Extracting referenced dlls failed.
无论你编译任何平台都请修改一下这里, 留言中有朋友在编译PC平台中 因为没有修改这里导致无法编译成功。。
IOS平台SQLite的使用:
然后需要修改Test.cs的脚本,在修改一下数据库保存的路径,我们将数据库放在沙盒当中。这样IOS中才可以读取数据库。
using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
public class Test : MonoBehaviour
{
void Start ()
{
//数据库文件储存地址
string appDBPath = Application.persistentDataPath + "/xuanyusong.db";
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
//注解1
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{"289187120"}))
{
while (sqReader.Read())
{
//目前中文无法显示
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("email")));
}
sqReader.Close();
}
db.CloseSqlConnection();
}
}
下面开始打包成IOS版本,直接运行如下图所示,已经在XCODE的控制台中将字符串信息打印出来。目前我不知道如何读取中文,但是可以确定的是中文信息已经写入数据库中。不信大家可以打开沙盒看看。
using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
public class Test : MonoBehaviour
{
void Start ()
{
//数据库文件储存地址
string appDBPath = Application.persistentDataPath + "/xuanyusong.db";
//注意!!!!!!!这行代码的改动
DbAccess db = new DbAccess("URI=file:" + appDBPath);
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
//注解1
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{"289187120"}))
{
while (sqReader.Read())
{
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("email")));
}
sqReader.Close();
}
db.CloseSqlConnection();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) ¦¦Input.GetKeyDown(KeyCode.Home) )
{
Application.Quit();
}
}
}
如下图所示,Player Settings 请和我保持一致。
using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
public class Test : MonoBehaviour
{
string name = null;
string email = null;
string appDBPath = null;
void Start ()
{
//////////--------
//请注意!!!!!!!
//这里的修改
appDBPath = Application.dataPath + "/xuanyusong.db";
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
//////////--------
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{"289187120"});
while (sqReader.Read())
{
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")) + sqReader.GetString(sqReader.GetOrdinal("email")));
//取值
name = sqReader.GetString(sqReader.GetOrdinal("name"));
email = sqReader.GetString(sqReader.GetOrdinal("email"));
}
db.CloseSqlConnection();
}
void OnGUI()
{
///为了让大家看的更清楚 我将数据库取出的内容显示在屏幕中
if(name != null)
{
GUILayout.Label("XXXXXXXXXXXXX" + name);
}
if (email!= null)
{
GUILayout.Label("XXXXXXXXXXXXX" + email);
}
if(appDBPath != null)
{
GUILayout.Label("数据库的路径" + appDBPath);
}
}
}
using System.Collections;
using Mono.Data.Sqlite;
//using Mono.Data.SqliteClient;
public class Test : MonoBehaviour
{
string name = null;
string email = null;
string path = null;
void Start ()
{
//数据库文件储存地址
//注意这里的修改!!!!!!!!!!!!!!
string appDBPath = Application.dataPath + "/xuanyusong.db";
//--------------------------
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
path = appDBPath;
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","'289187120'","'xuanyusong@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'雨松MOMO'","'289187120'","'000@gmail.com'","'www.xuanyusong.com'" });
db.InsertInto("momo", new string[]{ "'哇咔咔'","'289187120'","'111@gmail.com'","'www.xuanyusong.com'" });
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"'xuanyusong@gmail.com'","'000@gmail.com'"} );
//注解1
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{"289187120"}))
{
while (sqReader.Read())
{
//目前中文无法显示
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("email")));
name = sqReader.GetString(sqReader.GetOrdinal("name"));
email = sqReader.GetString(sqReader.GetOrdinal("email"));
}
sqReader.Close();
}
db.CloseSqlConnection();
}
void OnGUI()
{
if(name != null)
{
GUILayout.Label(name);
}
if(email != null)
{
GUILayout.Label(email);
}
if(path != null)
{
GUILayout.Label(path);
}
}
}
2013年5月6号补充
我发现留言中有很多朋友都问我 : SqliteException: SQLite errornear “″: syntax error 这样的错误。
这几天我抽时间看一下这个问题,出现这个问题应该是你需要在程序中载入第三方数据库,而不是自己创建数据库。
解决这个问题的办法其实很简单,当你程序发布以后。 windows下会生成 xx.exe 和 xx_Data文件夹,这时候你把你的第三方数据库拷贝进去就可以,因为我发现编辑模式下assets文件夹中的db文件打包生成windows的以后,这db文件不会完整的拷贝,在xx_Data文件夹中的db文件变成了0KB 。
在MAC OS 中也一样,unity也不会完整的拷贝。只需把数据库拷贝至 对应的路径下就可以。
如果你是在使用移动平台,可以参考 Unity3D研究院之在Unity中打开第三方数据库配合Android开发(三十二)
- 本文固定链接: https://www.xuanyusong.com/archives/831
- 转载请注明: 雨松MOMO于 雨松MOMO程序研究院 发表












momo你好,感谢你的教程。可是我遇到了问题想请教,用你的库在创建数据库时Open ()函数出错,android4.2和4.03都有问题。在eclipse查看错误信息是”Unable to find sqlite3″。但是本机其他有用到sqlite的软件是可以正常应用的,不知道unity还需要如何设置?谢谢!
我估计得升级一下 sqlite3这个DLL
请问momo大师,楼上ZTX的问题解决了吗?我也遇到一样的问题
是师娘吗
请教,如何查询某个表格是否存在呢?
标准语法 你查一下吧
雨松老师我和我同学 最近研究U3D 和数据库的连接,我们用的是C#连接MySql5.5,在windows平台的。在U3D里面运行的时候都是正常的,但是一旦导出成工程之后就连不上了,点击按钮一点反应都没有我在论坛里面问过,他们说把用到的dll拷贝到项目的Data文件夹下面,我也试过了,还是不行。请问是什么情况??
不好意思啊 我没试过 mysql 哈。
你好 我这边遇到个问题 在unity3d中直接点三角运行,结果是正确的可是生成.exe文件后,运行显示出错了output_log.txt有如下信息,但是找不到头绪, 希望得到你的帮助System.DllNotFoundException: sqlite3 at (wrapper managed-to-native) Mono.Data.Sqlite.UnsafeNativeMethods:sqlite3_open_v2 (byte[],intptr&,int,intptr) at Mono.Data.Sqlite.SQLite3.Open (System.String strFilename, SQLiteOpenFlagsEnum flags, Int32 maxPoolSize, Boolean usePool) [0x00000] in :0 at Mono.Data.Sqlite.SqliteConnection.Open () [0x00000] in :0 at (wrapper remoting-invoke-with-check) Mono.Data.Sqlite.SqliteConnection:Open () at DbAccess.OpenDB (System.String connectionString) [0x00000] in :0 (Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 43)System.DllNotFoundException: sqlite3 at (wrapper managed-to-native) Mono.Data.Sqlite.UnsafeNativeMethods:sqlite3_open_v2 (byte[],intptr&,int,intptr) at Mono.Data.Sqlite.SQLite3.Open (System.String strFilename, SQLiteOpenFlagsEnum flags, Int32 maxPoolSize, Boolean usePool) [0x00000] in :0 at Mono.Data.Sqlite.SqliteConnection.Open () [0x00000] in :0 at (wrapper remoting-invoke-with-check) Mono.Data.Sqlite.SqliteConnection:Open () at DbAccess.OpenDB (System.String connectionString) [0x00000] in :0 (Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 43)InvalidOperationException: Database is not open at Mono.Data.Sqlite.SqliteCommand.InitializeForReader () [0x00000] in :0 at Mono.Data.Sqlite.SqliteCommand.ExecuteReader (CommandBehavior behavior) [0x00000] in :0 at Mono.Data.Sqlite.SqliteCommand.ExecuteReader () [0x00000] in :0 at (wrapper remoting-invoke-with-check) Mono.Data.Sqlite.SqliteCommand:ExecuteReader () at DbAccess.ExecuteQuery (System.String sqlQuery) [0x00000] in :0 at DbAccess.CreateTable (System.String name, System.String[] col, System.String[] colType) [0x00000] in :0 at Test.Start () [0x00000] in :0 (Filename: Line: -1)
我发布ios的时候报了一个错误:UnityException: Failed assemblies stripper: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/mono “/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedBytecodeStripper/UnusedBytecodeStripper.exe” -l none -c link -a “Assembly-CSharp.dll” -a “Assembly-UnityScript-firstpass.dll” -a “Assembly-UnityScript.dll” -out output -x “/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedBytecodeStripper/link.xml” -d “Temp/StagingArea/Data/Managed” -x “tmplink.xml” current dir : Temp/StagingArea/Data/Managed result file exists: Falsestdout: stderr: Unhandled Exception: Mono.Linker.ResolutionException: Can not resolve reference: System.Reflection.Emit.DynamicMethod at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkFields (Mono.Cecil.TypeDefinition type) [0x00000] in :0 at UnusedBytecodeStripper.VerboseMarkStep.ApplyPreserveInfo (Mono.Cecil.TypeDefinition type) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in :0 at Mono.Linker.Steps.MarkStep.Process () [0x00000] in :0 at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at UnusedBytecodeStripper.Program.Main (System.String[] args) [0x00000] in :0 UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile)UnityEditor.MonoAssemblyStripping.MonoLink (BuildTarget buildTarget, System.String managedLibrariesDirectory, System.String[] input, System.String[] allAssemblies, UnityEditor.RuntimeClassRegistry usedClasses)UnityEditor.HostView:OnGUI()不明白是怎么回事,代码应该没有问题,我直接用的你的那个例子,还是报这个错误最后我用:http://wiki.unity3d.com/index.php?title=SQLite这里面的代码测试,依然如此,我想知道是什么地方设置的问题还是机子的原因或者怎么回事,我装的虚拟机。2.0那个设置没什么问题!救命啊!!!
博主,你写脚本的时候都是用什么编辑器呢,有没有智能提示比较好的啊?除了系统提供的那个mono,那个太难用了
我用记事本写 啊哈哈
博主,请问在IOS上用sqlite数据库实现dataset或者datatable存储数据怎么弄? 查资料说要重新编译sqlite3的库,不知到具体怎么弄?如果您知道的话请告知下,谢谢!
不好意思这个不知道喔
博主,你封装的CloseSqlConnection();这个方法好像不能完全关闭数据库,只要再unity里面运行了程序,然后停止程序,如果不关闭unity软件的话,是无法删除在Assets里面删除创建的db的,包括你给的例子也是~~
麻烦你看一下是否能解决~~
谢谢~~~
为什么要删掉数据库文件呢?数据库文件应当是创建一个后永远都不能删除的啊?
这样
不好意思~~见笑了~~
没用过数据库,
我在想想~·
但是数据库就算关闭了也确实是被占用了的哦~~
你好代码是没有问题的, 我这边很正常,我觉得是因为你重复创建的数据库。所以报的错误?
像这样判断一下 数据库是否存在,如果不存在在创建。
if (!System.IO.File.Exists(@”Data Source=” appDBPath))
亲爱地楼主,我在WINDOWS平台下,修改了TEST.CS文件,想把BLOG信息也显示出来,就是提示编译错误,啥问题呢,请教
下面是修改后的代码:using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
//using Mono.Data.SqliteClient;
public class Test : MonoBehaviour
{
string name = null;
string email = null;
string path = null;
void Start ()
{
//数据库文件储存地址
//string appDBPath = Application.persistentDataPath “/xuanyusong.db”;
string appDBPath = Application.dataPath “/xuanyusong.db”;
//DbAccess db = new DbAccess(@”Data Source=” appDBPath);
DbAccess db = new DbAccess(@”Data Source=” appDBPath);
path = appDBPath;
//请注意 插入字符串是 已经要加上’宣雨松’ 不然会报错
db.CreateTable(“momo”,new string[]{“name”,”qq”,”email”,”blog”}, new string[]{“text”,”text”,”text”,”text”});
//我在数据库中连续插入三条数据
db.InsertInto(“momo”, new string[]{ “‘宣雨松'”,”‘289187120′”,”‘xuanyusong@gmail.com'”,”‘www.xuanyusong.com'” });
db.InsertInto(“momo”, new string[]{ “‘雨松MOMO'”,”‘289187120′”,”‘000@gmail.com'”,”‘www.xuanyusong.com'” });
db.InsertInto(“momo”, new string[]{ “‘哇咔咔'”,”‘289187120′”,”‘111@gmail.com'”,”‘www.xuanyusong.com'” });
//然后在删掉两条数据
db.Delete(“momo”,new string[]{“email”,”email”}, new string[]{“‘xuanyusong@gmail.com'”,”‘000@gmail.com'”} );
//注解1
using (SqliteDataReader sqReader = db.SelectWhere(“momo”,new string[]{“name”,”email”,”blog”},new string[]{“qq”},new string[]{“=”},new string
[]{“289187120”}))
{
while (sqReader.Read())
{
//目前中文无法显示
Debug.Log(“xuanyusong” sqReader.GetString(sqReader.GetOrdinal(“name”)));
Debug.Log(“xuanyusong” sqReader.GetString(sqReader.GetOrdinal(“email”)));
name = sqReader.GetString(sqReader.GetOrdinal(“name”));
email = sqReader.GetString(sqReader.GetOrdinal(“email”));
blog = sqReader.GetString(sqReader.GetOrdinal(“blog”));
}
sqReader.Close();
}
db.CloseSqlConnection();
}
void OnGUI()
{
if(name != null)
{
GUILayout.Label(name);
}
if(email != null)
{
GUILayout.Label(email);
}
if(blog != null)
{
GUILayout.Label(blog);
}
if(path != null)
{
GUILayout.Label(path);
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) ||Input.GetKeyDown(KeyCode.Home) )
{
Application.Quit();
}
}
}
亲爱地楼主,我在WINDOWS平台下,修改了TEST.CS文件,想把BLOG信息也显示出来,就是提示编译错误,啥问题呢,请教
下面是修改后的代码:using UnityEngine;
using System.Collections;
using Mono.Data.Sqlite;
//using Mono.Data.SqliteClient;
public class Test : MonoBehaviour
{
string name = null;
string email = null;
string path = null;
void Start ()
{
//数据库文件储存地址
//string appDBPath = Application.persistentDataPath + “/xuanyusong.db”;
string appDBPath = Application.dataPath + “/xuanyusong.db”;
//DbAccess db = new DbAccess(@”Data Source=” + appDBPath);
DbAccess db = new DbAccess(@”Data Source=” + appDBPath);
path = appDBPath;
//请注意 插入字符串是 已经要加上’宣雨松’ 不然会报错
db.CreateTable(“momo”,new string[]{“name”,”qq”,”email”,”blog”}, new string[]{“text”,”text”,”text”,”text”});
//我在数据库中连续插入三条数据
db.InsertInto(“momo”, new string[]{ “‘宣雨松'”,”‘289187120′”,”‘xuanyusong@gmail.com'”,”‘www.xuanyusong.com'” });
db.InsertInto(“momo”, new string[]{ “‘雨松MOMO'”,”‘289187120′”,”‘000@gmail.com'”,”‘www.xuanyusong.com'” });
db.InsertInto(“momo”, new string[]{ “‘哇咔咔'”,”‘289187120′”,”‘111@gmail.com'”,”‘www.xuanyusong.com'” });
//然后在删掉两条数据
db.Delete(“momo”,new string[]{“email”,”email”}, new string[]{“‘xuanyusong@gmail.com'”,”‘000@gmail.com'”} );
//注解1
using (SqliteDataReader sqReader = db.SelectWhere(“momo”,new string[]{“name”,”email”,”blog”},new string[]{“qq”},new string[]{“=”},new string
[]{“289187120”}))
{
while (sqReader.Read())
{
//目前中文无法显示
Debug.Log(“xuanyusong” + sqReader.GetString(sqReader.GetOrdinal(“name”)));
Debug.Log(“xuanyusong” + sqReader.GetString(sqReader.GetOrdinal(“email”)));
name = sqReader.GetString(sqReader.GetOrdinal(“name”));
email = sqReader.GetString(sqReader.GetOrdinal(“email”));
blog = sqReader.GetString(sqReader.GetOrdinal(“blog”));
}
sqReader.Close();
}
db.CloseSqlConnection();
}
void OnGUI()
{
if(name != null)
{
GUILayout.Label(name);
}
if(email != null)
{
GUILayout.Label(email);
}
if(blog != null)
{
GUILayout.Label(blog);
}
if(path != null)
{
GUILayout.Label(path);
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) ||Input.GetKeyDown(KeyCode.Home) )
{
Application.Quit();
}
}
}
你好代码是没有问题的, 我这边很正常,我觉得是因为你重复创建的数据库。所以报的错误?
像这样判断一下 数据库是否存在,如果不存在在创建。
if (!System.IO.File.Exists(@”Data Source=” + appDBPath))
我发布ios的时候报了一个错误:UnityException: Failed assemblies stripper: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/mono “/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedBytecodeStripper/UnusedBytecodeStripper.exe” -l none -c link -a “Assembly-CSharp.dll” -a “Assembly-UnityScript-firstpass.dll” -a “Assembly-UnityScript.dll” -out output -x “/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedBytecodeStripper/link.xml” -d “Temp/StagingArea/Data/Managed” -x “tmplink.xml” current dir : Temp/StagingArea/Data/Managed result file exists: Falsestdout: stderr: Unhandled Exception: Mono.Linker.ResolutionException: Can not resolve reference: System.Reflection.Emit.DynamicMethod at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkFields (Mono.Cecil.TypeDefinition type) [0x00000] in :0 at UnusedBytecodeStripper.VerboseMarkStep.ApplyPreserveInfo (Mono.Cecil.TypeDefinition type) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in :0 at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in :0 at Mono.Linker.Steps.MarkStep.Process () [0x00000] in :0 at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at UnusedBytecodeStripper.Program.Main (System.String[] args) [0x00000] in :0 UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile)UnityEditor.MonoAssemblyStripping.MonoLink (BuildTarget buildTarget, System.String managedLibrariesDirectory, System.String[] input, System.String[] allAssemblies, UnityEditor.RuntimeClassRegistry usedClasses)UnityEditor.HostView:OnGUI()不明白是怎么回事,代码应该没有问题,我直接用的你的那个例子,还是报这个错误最后我用:http://wiki.unity3d.com/index.php?title=SQLite这里面的代码测试,依然如此,我想知道是什么地方设置的问题还是机子的原因或者怎么回事,我装的虚拟机。2.0那个设置没什么问题!救命啊!!!
博主我发现,如果Mono.Data.Sqlite,sqlite3,System.data这3个dll不放在plugins这个目录下面那么编译的时候就不会被编译进程序的data文件夹下,这是怎么回事?unity的固有性质?需要打包的东西都必须放在plugins下面吗?还是可以放在其他什么文件夹下面,只是需要做一些设置呢?
我编译了~~
但是运行后,在游戏目录下没有db文件生成~~
恩 好像还是有问题,编译通过了,但没有文件生成
你好 ,在windows下已经可以使用, 等晚上我回家 把使用的方法贴在我的博客中,感谢你的支持, 没有你提问我也不会学到这些 呵呵~~
博主威武
~
支持~
你好 我已经解决了 如何在windows下使用本地数据库~ 已经贴在博客中,你下载工程后 直接编译就可以了。 呵呵
楼主你好~~首先很感谢你提供的方法,
在windows下面用你提供的方法生成游戏时,提示说找不到那两个dll,用你提供的packag也是一样的问题~~
请问要怎样解决呢?
谢谢~~~
强力顶起,雨松大大加油。
客气了 ,加油
!!
好文章,顶!!!
楼主,我运行游戏的时候没法儿生成项目,报错:Error building Player: Extracting referenced dlls failed.这是怎么回事儿?
支持支持支持
感谢支持哈!!哇咔咔~
屁