基本的な親子オブジェクト継承システムを使用して単純な RPG を作成しようとしていますが、このシステムは保存されてゲーム状態に読み込まれますが、読み込み時に親のデータが表示されず、その理由を理解するのに苦労しています。
簡単にするために、単純な親子オブジェクトの継承を作成しました。
Player
親から継承Character
すべてを配列 ( listOfPlayers
) に入れ、オブジェクトをアーカイブします。データをロードすると、Character
オブジェクトはもう存在しません。
コンソールに次のように記録しました。
METHOD: saveGameState()
2012-07-17 20:12:24.762 TestState[72342:40b] self.listOfPlayers (1)
2012-07-17 20:12:24.762 TestState[72342:40b] p.name = BOB
2012-07-17 20:12:24.763 TestState[72342:40b] p.xp = 1000
METHOD: loadGameState()
2012-07-17 20:12:27.098 TestState[72342:40b] Last Save Date = 2012-07-17 19:12:24 +0000
2012-07-17 20:12:27.099 TestState[72342:40b] self.listOfPlayers (1)
2012-07-17 20:12:27.100 TestState[72342:40b] p.name = (null)
2012-07-17 20:12:27.101 TestState[72342:40b] p.xp = 1000
2012-07-17 20:12:27.102 TestState[72342:40b] State:Loaded
保存状態は名前(Character
モデルの一部)を保存しているようですが、ロード状態には次のような名前が付いているようですnull
何が間違っているのかわかりません。
私のコードは次のとおりです。
// Inside my app delegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Singleton
GameStateManager *state = [GameStateManager sharedGameStateManager];
[state setupGameState];
return YES;
}
// Character.h
@interface Character : NSObject
<NSCoding>
{
NSString *name;
}
@property (nonatomic, retain) NSString *name;
@end
// Character.m
@implementation Character
@synthesize name;
#pragma mark - NSCoding
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super init];
if (self)
{
NSLog(@"Loading character object");
self.name = [aDecoder decodeObjectForKey:@"name"];
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)aCoder
{
// Archive the object
NSLog(@"Archiving character object");
[aCoder encodeObject:self.name forKey:@"name"];
}
@end
// Player.h
#import "Character.h"
@interface Player : Character
<NSCoding>
{
NSNumber *xp; // xp points
}
@property (nonatomic, retain) NSNumber *xp;
+(NSMutableArray *) createPlayers;
@end
// Player.m
@implementation Player
@synthesize xp;
- (id)init {
self = [super init];
if (self) {
}
return self;
}
+(NSMutableArray *) createPlayers
{
NSMutableArray *list = [NSMutableArray array];
Player *p1 = [[Player alloc] init];
[p1 setXp:[NSNumber numberWithInt:1000]];
[p1 setName:@"BOB"];
[list addObject:p1];
[p1 release];
return list;
}
#pragma mark - NSCoding
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super init];
if (self)
{
self.xp = [aDecoder decodeObjectForKey:@"xp"];
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)aCoder
{
// Archive the object
[aCoder encodeObject:self.xp forKey:@"xp"];
}
@end
// GameStateManager.m file
-(void)saveGameState
{
NSLog(@"METHOD: saveGameState()");
self.lastSaveDate = [NSDate date];
NSLog(@"self.listOfPlayers (%d)", [self.listOfPlayers count]);
for (Player *p in self.listOfPlayers) {
NSLog(@"p.name = %@", p.name);
NSLog(@"p.xp = %d", [p.xp intValue]);
}
NSString *file = kGameSaveFile;
NSString *documentsDirectory = [MyHelpers getDocumentsDirectory];
NSString *gameStatePath = [documentsDirectory stringByAppendingPathComponent:file];
BOOL result;
NSLog(@"gameStatePath = %@", gameStatePath);
// Set up the encoder and storage for the game state data
NSMutableData *gameData;
NSKeyedArchiver *encoder;
gameData = [NSMutableData data];
encoder = [[NSKeyedArchiver alloc] initForWritingWithMutableData:gameData];
// Archive the object
[encoder encodeObject:self.lastSaveDate forKey:@"lastSaveDate"];
[encoder encodeObject:self.listOfPlayers forKey:@"listOfPlayers"];
// Finish encoding and write to disk
[encoder finishEncoding];
result = [gameData writeToFile:gameStatePath atomically:YES];
[encoder release];
if (result == YES)
{
NSLog(@"Result = OK");
} else {
NSLog(@"Result = BAD");
}
}
-(void)loadGameState
{
NSLog(@"METHOD: loadGameState()");
NSString *file = kGameSaveFile;
NSString *documentsDirectory = [MyHelpers getDocumentsDirectory];
NSString *gameStatePath = [documentsDirectory stringByAppendingPathComponent:file];
NSMutableData *gameData;
NSKeyedUnarchiver *decoder;
gameData = [NSData dataWithContentsOfFile:gameStatePath];
// Check to see if the .dat file exists, and load contents
if (gameData)
{
decoder = [[NSKeyedUnarchiver alloc] initForReadingWithData:gameData];
self.lastSaveDate = [[decoder decodeObjectForKey:@"lastSaveDate"] retain];
self.listOfPlayers = [[decoder decodeObjectForKey:@"listOfPlayers"] retain];
[decoder finishDecoding];
[decoder release];
NSLog(@"Last Save Date = %@", self.lastSaveDate);
NSLog(@"self.listOfPlayers (%d)", [self.listOfPlayers count]);
for (Player *p in self.listOfPlayers) {
NSLog(@"p.name = %@", p.name);
NSLog(@"p.xp = %d", [p.xp intValue]);
}
} else {
NSLog(@"No game data!");
assert(-1);
abort();
}
NSLog(@"State:Loaded");
}
編集、
私はそれが持っている必要があると思いif ( (self = [super initWithCoder:aDecoder]) )
ます[super encodeWithCoder:aCoder];