作者:泰有趣 | 来源:互联网 | 2023-09-04 14:36
问题是我有一个字典,其中存放了我所有的数据,应该能够将其转换为复制存储中的目录,且所有值均为字符串,然后在播放器离开时又变为具有所有键的字典。但是,我不知道该如何变成字典(带键)。
我花了几个小时来测试东西,但是在第一层值之后,我无法弄清楚将更深的值和键放入表中的方法
local DataTable =
{
["DontSave_Values"] =
{
["Stamina"] = 100;
};
["DontSave_Debounces"] =
{
};
["TestData"] = 1;
["Ship"] =
{
["Hull"] = "Large_Ship";
["Mast"] = "iron_Tall";
["Crew"] =
{
["Joe One"] =
{
["Shirt"] = "Blue";
["Pants"] = "Green"
};
["Joe Two"] =
{
["Shirt"] = "Silver";
["Pants"] = "Brown";
["Kids"] =
{
["Joe Mama1"] =
{
["Age"] = 5
};
["Joe Mama2"]=
{
["Age"] = 6
};
}
};
}
};
["Level"] =
{
};
["Exp"] =
{
};
}
------Test to see if its an array
function isArray(Variable)
local Test = pcall(function()
local VarBreak = (Variable.." ")
end)
if Test == false then
return true
else
return false
end
end
------TURNS INTO FOLDERS
function CreateGameDirectory(Player,Data)
local mainFolder = Instance.new("Folder")
mainFolder.Parent = game.ReplicatedStorage
mainFolder.Name = Player.UserId
local function IterateDictionary(Array,mainFolder)
local CurrentDirectory = mainFolder
for i,v in pairs(Array) do
if isArray(v) then
CurrentDirectory = Instance.new("Folder",mainFolder)
CurrentDirectory.Name = i
for o,p in pairs(v) do
if isArray(p) then
local TemporaryDir = Instance.new("Folder",CurrentDirectory)
TemporaryDir.Name = o
IterateDictionary(p,TemporaryDir)
else
local NewValue = Instance.new("StringValue",CurrentDirectory)
NewValue.Name = o
NewValue.Value = p
end
end
else
local value = Instance.new("StringValue",mainFolder)
value.Name = i
value.Value = v
end
end
end
IterateDictionary(Data,mainFolder)
end
------To turn it back into a table
function Createtable(Player)
local NewDataTable = {}
local Data = RS:FindFirstChild(Player.UserId)
local function DigDeep(newData,pData,...)
local CurrentDir = newData
for i,v in pairs(pData:getchildren()) do
if string.sub(v.Name,1,8) ~= "DontSave" then
end
end
end
DigDeep(NewDataTable,Data)
return NewDataTable
end
我希望玩家离开时可以运行createtable函数,并将复制存储中的所有实例都转换为带键的字典。
为什么不将额外的信息存储在数据表中以帮助轻松地进行来回转换。例如,为什么不让您的数据如下所示:
local ExampleData = {
-- hold onto your special "DON'T SAVE" values as simple keys in the table.
DONTSAVE_Values = {
Stamina = 0,},-- but every element under ReplicatedStorage will be used to represent an actual Instance.
ReplicatedStorage = {
-- store an array of Child elements rather than another map.
-- This is because Roblox allows you to have multiple children with the same name.
Name = "ReplicatedStorage",Class = "ReplicatedStorage",Properties = {},Children = {
{
Name = "Level",Class = "NumberValue",Properties = {
Value = 0,Children = {},{
Name = "Ship",Class = "Model",Children = {
{
-- add all of the other instances following the same pattern :
-- Name,Class,Properties,Children
},-- end list of Children
},-- end ReplicatedStorage element
};
您可以使用简单的递归函数创建此表:
-- when given a Roblox instance,generate the dataTable for that element
local function getElementData(targetInstance)
local element = {
Name = targetInstance.Name,Class = targetInstance.ClassName,}
-- add special case logic to pull out specific properties for certain classes
local c = targetInstance.ClassName
if c == "StringValue" then
element.Properties = { Value = targetInstance.Value }
-- elseif c == "ADD MORE CASES HERE" then
else
warn(string.format("Not sure how to parse information for %s",c))
end
-- iterate over the children and populate their data
for i,childInstance in ipairs(targetInstance:GetChildren()) do
table.insert( element.Children,getElementData(childInstance))
end
-- give the data back to the caller
return element
end
-- populate the table
local Data = {
ReplicatedStorage = getElementData(game.ReplicatedStorage)
}
现在Data.ReplicatedStorage.Children
应该具有整个文件夹的数据表示形式。如果愿意,您甚至可以将整个表保存为字符串,方法是将其传递给HttpService:JSONEncode()
。
当您准备将它们转换回实例时,请使用存储的数据为您提供有关如何重新创建元素的足够信息:
local function recreateElement(tableData,parent)
-- special case ReplicatedStorage
if tableData.Class == "ReplicatedStorage" then
-- skip right to the children
for i,child in ipairs(tableData.Children) do
recreateElement(child,parent)
end
-- quick escape from this node
return
end
-- otherwise,just create elements from their data
local element = Instance.new(tableData.Class)
element.Name = tableData.Name
-- set all the saved properties
for k,v in pairs(tableData.Properties) do
element[k] = v
end
-- recreate all of the children of this element
for i,child in ipairs(tableData.Children) do
recreateElement(child,element)
end
-- put the element into the workspace
element.Parent = parent
end
-- populate the ReplicatedStorage from the stored data
recreateElement( Data.ReplicatedStorage,game.ReplicatedStorage)
您应该谨慎选择如何以及何时选择保存此数据。如果您正在玩多人游戏,则应注意,这种逻辑只会为第一个加入服务器的玩家更新ReplicatedStorage。否则,您将冒着玩家加入并覆盖其他所有人所做的一切的风险。
由于无法迭代Roblox实例的属性,因此必须手动更新getElementData
函数以正确存储每种对象类型所需的信息。希望这会有所帮助!
,
如果其他人遇到此问题,我所使用的解决方案只是将实例海峡转换为JSON格式(我使用名称作为键)。这样我就可以保存它,然后当播放器重新加入时,我只是使用JSONDecode将其转换为所需的字典。
function DirToJSON(Player)
local NewData = RS:FindFirstChild(Player.UserId)
local JSOnstring="{"
local function Recurse(Data)
for i,v in pairs(Data:GetChildren()) do
if v:IsA("Folder") then
if #v:GetChildren() <1 then
if i == #Data:GetChildren()then
JSOnstring=JSONstring..'"'..v.Name..'":[]'
else
JSOnstring=JSONstring..'"'..v.Name..'":[],'
end
else
JSOnstring=JSONstring..'"'..v.Name..'":{'
Recurse(v)
if i == #Data:GetChildren()then
JSOnstring=JSONstring..'}'
else
JSOnstring=JSONstring..'},'
end
end
else
if i == #Data:GetChildren()then
JSOnstring=JSONstring..'"'..v.Name..'":"'..v.Value..'"'
else
JSOnstring=JSONstring..'"'..v.Name..'":"'..v.Value..'",'
end
end
end
end
Recurse(NewData)
JSOnstring= JSONstring.."}"
return(JSONstring)
end