using System.IO; using System.Runtime.Serialization.Formatters.Binary; using UnityEngine; public class BinarySerializer : MonoBehaviour { void Start() { PlayerData playerData = new PlayerData("JohnDoe", 1000, D
using System.IO; using System.Runtime.Serialization.Formatters.Binary; using UnityEngine; public class BinarySerializer : MonoBehaviour { void Start() { PlayerData playerData = new PlayerData("JohnDoe", 1000, DateTime.Now); BinarySerialize(playerData, "PlayerData.bin"); PlayerData deserializedData...
在Unity中,二进制文件(Binary Files)是以二进制格式存储数据的文件。与文本文件(如XML或JSON)不同...
{//使用文件流对象操作文件FileStream fs =newFileStream(Application.dataPath +"/test.xml", FileMode.Open, FileAccess.ReadWrite, FileShare.ReadWrite);//使用序列化器对象 反序列化文件流XmlSerializer xs =newXmlSerializer(typeof(MySerializeTest)); MySerializeTest mySerializeTest=(MySerializeTest) xs.Dese...
method() and let our custom binary serializer do the rest. No setup, no fuss. Bringing it back is as simple as Load.method() We have done the hard work so you don't have to. Our simple to use API let's you save what you want in just 2 lines of code and if you don't want...
Zero encoding extreme performance binary serializer for C# and Unity.Compared with System.Text.Json, protobuf-net, MessagePack for C#, Orleans.Serialization. Measured by .NET 7 / Ryzen 9 5950X machine. These serializers have IBufferWriter<byte> method, serialized using ArrayBufferWriter<byte> ...
using System.Runtime.Serialization.Formatters.Binary; public class Test : MonoBehaviour { [MenuItem("Tools/BinarySerialize")] private static void BinarySerialize() { People p = new People(); Name name = new Name(); name.name1 = "l"; ...
XmlSerializer xml = new XmlSerializer(testSerialize.GetType()); //使用xml序列化testSerialized对象存入sw指定的文件流 xml.Serialize(sw, testSerialize); //关闭写入流 sw.Close(); //关闭文件流 fileStream.Close(); } /// /// 反序列化xml /// /...
https://github.com/oplusx/UnitySerializerBenchmarks usingMessagePack;usingNewtonsoft.Json;usingOdinSerializer;usingSystem;usingSystem.Collections;usingSystem.Collections.Generic;usingSystem.Diagnostics;usingSystem.IO;usingSystem.Runtime.Serialization.Formatters.Binary;usingUnityEngine;usingDebug = UnityEngine.Debug...
GameData gameData = (GameData)xmlSerializer.Deserialize(fileStream);fileStream.Close();return gameData;}}// 这些方法虽然实现的方式不同,但是都可以实现存档和读档的功能。需要注意的是,在使用这些方法时,需要保证存档的数据结构是可序列化的,否则会导致存档失败。