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,并且所有值均为字符串,然后在播放器离开时变为具有所有键的字典。但是,我无法弄清楚如何变成字典(带键)。
我花了几个小时进行测试,但是在第一层值之后,我无法弄清楚将更深的值和键输入表中的方法
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转回到带有键的字典中。
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",
Properties = {},
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, Properties = {}, Children = {}, } -- 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。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()
。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,您必须手动更新
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!
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