public void UpdatePlayerInfo() { string filePath = Application.persistentDataPath + "/Player.xml"; if (File.Exists(filePath)) { XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(filePath); XmlNodeList playerNodeList = xmlDoc.SelectSingleNode("Player").ChildNodes; //遍历Player结点下所有子节点 foreach (XmlElement xe in playerNodeList) { switch (xe.Name) { case "LevelLayer": xe.InnerText = LayerCount.ToString(); break; case "Hp": xe.InnerText = Hp.ToString(); break; case "ShootLevel": xe.InnerText = ShootLevel.ToString(); break; case "SpeedLevel": xe.InnerText = SpeedLevel.ToString(); break; case "BulletLevel": xe.InnerText = BulletLevel.ToString(); break; case "LightLevel": xe.InnerText = BulletLevel.ToString(); break; case "Speed": xe.InnerText = Speed.ToString(); break; case "ShootTimer": xe.InnerText = ShootTimer.ToString(); break; case "Money": xe.InnerText = Money.ToString(); break; case "SkillIcon": xe.InnerText = skillIcon.ToString(); break; } } xmlDoc.Save(filePath); } }
public string[] ToList() { string[] properties = new string[4]; properties[0] = $"Name: {Name}"; properties[1] = $"Layer Count: {LayerCount.ToString()}"; properties[2] = $"Object Count: {ObjectCount.ToString()}"; properties[3] = $"Blockdefinition Count: {BlockDefinitionCount.ToString()}"; return(properties); }
public void SavePlayerInfo() { string filePath = Application.persistentDataPath + "/Player.xml"; if (!File.Exists(filePath)) { XmlDocument xmlDoc = new XmlDocument(); //头结点 XmlElement root = xmlDoc.CreateElement("Player"); XmlElement locallayer = xmlDoc.CreateElement("LevelLayer"); locallayer.InnerText = LayerCount.ToString(); XmlElement localHp = xmlDoc.CreateElement("Hp"); localHp.InnerText = Hp.ToString(); XmlElement localShootLevel = xmlDoc.CreateElement("ShootLevel"); localShootLevel.InnerText = ShootLevel.ToString(); XmlElement localSpeedLevel = xmlDoc.CreateElement("SpeedLevel"); localSpeedLevel.InnerText = SpeedLevel.ToString(); XmlElement localBulletLevel = xmlDoc.CreateElement("BulletLevel"); localBulletLevel.InnerText = BulletLevel.ToString(); XmlElement localLightlevel = xmlDoc.CreateElement("LightLevel"); localLightlevel.InnerText = LightLevel.ToString(); XmlElement localSpeed = xmlDoc.CreateElement("Speed"); localSpeed.InnerText = Speed.ToString(); XmlElement localShootTimer = xmlDoc.CreateElement("ShootTimer"); localShootTimer.InnerText = ShootTimer.ToString(); XmlElement localMoney = xmlDoc.CreateElement("Money"); localMoney.InnerText = Money.ToString(); XmlElement localSkillIcon = xmlDoc.CreateElement("SkillICon"); localSkillIcon.InnerText = skillIcon.ToString(); root.AppendChild(locallayer); root.AppendChild(localHp); root.AppendChild(localShootLevel); root.AppendChild(localSpeedLevel); root.AppendChild(localBulletLevel); root.AppendChild(localLightlevel); root.AppendChild(localSpeed); root.AppendChild(localShootTimer); root.AppendChild(localMoney); root.AppendChild(localSkillIcon); xmlDoc.AppendChild(root); xmlDoc.Save(filePath); } }
public void Save(string FilePath) { if (string.IsNullOrEmpty(FilePath)) { throw new ArgumentNullException("FilePath"); } var writer = XmlWriter.Create(FilePath); writer.WriteStartElement("NeuralNetwork"); writer.WriteAttributeString("Type", "BackPropagation"); // Parameters element writer.WriteStartElement("Parameters"); writer.WriteElementString("Name", Name); writer.WriteElementString("InputSize", InputSize.ToString()); writer.WriteElementString("LayerCount", LayerCount.ToString()); // Layer sizes writer.WriteStartElement("Layers"); for (int l = 0; l < LayerCount; l++) { writer.WriteStartElement("Layer"); writer.WriteAttributeString("Index", l.ToString()); writer.WriteAttributeString("Size", LayerSize[l].ToString()); writer.WriteAttributeString("Type", TransferFunctions[l].ToString()); writer.WriteEndElement(); // Layer } writer.WriteEndElement(); // Layers writer.WriteEndElement(); // Parameters writer.WriteStartElement("Weights"); for (int l = 0; l < LayerCount; l++) { writer.WriteStartElement("Layer"); writer.WriteAttributeString("Index", l.ToString()); for (int j = 0; j < LayerSize[l]; j++) { writer.WriteStartElement("Node"); writer.WriteAttributeString("Index", j.ToString()); writer.WriteAttributeString("Bias", Bias[l][j].ToString()); for (int i = 0; i < (l == 0 ? InputSize : LayerSize[l - 1]); i++) { writer.WriteStartElement("Axon"); writer.WriteAttributeString("Index", i.ToString()); writer.WriteString(Weight[l][i][j].ToString()); writer.WriteEndElement(); // Axon } writer.WriteEndElement(); // Node } writer.WriteEndElement(); // Layer } writer.WriteEndElement(); // Weights writer.WriteEndElement(); // NeuralNetwork writer.Flush(); writer.Close(); }