result=excelReader.AsDataSet();introwCount = result.Tables[0].Rows.Count;intcolCount = result.Tables[0].Columns.Count;stringclassName = result.Tables[1].Rows[2][0].ToString(); FieldInfo field= staticData.GetType().GetField(className +"List");//获取类中的一个FieldobjectfieldValue = field.G...
string className = result.Tables[1].Rows[2][0].ToString(); FieldInfo field = staticData.GetType().GetField(className + "List");//获取类中的一个Field object fieldValue = field.GetValue(staticData);//给这个实例中的Field的代表的属性赋值 IList list = fieldValue as IList; for (row = 1;...
You can still use Unity as a level editor (although you need not). You will need to write some code to serialize and deserialize your data, and load a level both in the editor and at runtime, and save levels from the editor. You may also need to mimic Unity’s ID system for maint...
You can still use Unity as a level editor (although you need not). You will need to write some code to serialize and deserialize your data, and load a level both in the editor and at runtime, and save levels from the editor. You may also need to mimic Unity’s ID system for maint...
out as doubles// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);/// var str = Json.Serialize(dict);/// Debug.Log("serialized: " + str);// }// }/// /// This class encode...
This can not be fixed unless Unity gives a guild of how to resolve it. using SaintsField; [Table] public Scriptable[] scriptableArray; [Serializable] public struct MyStruct { public int myInt; public string myString; public GameObject myObject; } [Table] public MyStruct[] myStructs; Unity...
SerializeToJson(new IntKeySample()));If you do not want to explicitly annotate with the MessagePackObject/Key attributes and instead want to use MessagePack for C# more like e.g. Json.NET, you can make use of the contractless resolver....
public void Serialize(Stream output) { using (BinaryWriter writer = new BinaryWriter(output)) { writer.Write(IFix.Core.Instruction.INSTRUCTION_FORMAT_MAGIC); writer.Write(itfBridgeType.GetAssemblyQualifiedName()); // add field type for (int i = 0; i < fields.Count; i++) { var fieldType...
MessagePack for C# can serialize your own public class or struct types. By default, serializable types must be annotated with the [MessagePackObject] attribute and members with the [Key] attribute. Keys can be either indexes (int) or arbitrary strings. If all keys are indexes, arrays are ...
OdinSerializeAttribute PrefabModification PreviouslySerializedAsAttribute PrimitiveArrayFormatter<T> ProperBitConverter QuaternionFormatter QueueFormatter<TQueue, TValue> RectFormatter ReflectionFormatter<T> ReflectionOrEmittedBaseFormatter<T> RegisterDictionaryKeyPathProviderAttribute ...