The Save Manager is designed to be an easy-to-use and modular save system. Using scriptable objects to store the data at runtime and a serializable dictionary turned into JSON when saving. The asset comes with a complete save editor, letting you modify the game save without leaving the engi...
Use the Serialized Dictionary PRO from Rotary Heart on your next project. Find this utility tool & more on the Unity Asset Store.
/// <returns>An List<object>, a Dictionary<string, object>, a double, an integer,a string, null, true, or false</returns> public static object Deserialize(string json) { // save the string for debug information if (json == null) { return null; } return Parser.Parse(...
Dictionary与KeyValuePair(字典遍历) 07:08 List、AddContains、Remove、RemoveAll、RemoveAt、RemoveRange(List列表新建增删改查) 13:38 break、return、Continue(跳出循环、跳出过程、中断语句、返回语句、继续语句) 05:27 ? : (决策运算符、三元运算符、问号冒号运算符) ...
每个项目的 UIManager 都是基于 Dictionary 来提供查询,然后简单地用 GameObject 的前后关系来管理 UI 的层级。笔者当时也看了一些市面上开源的 UI 框架,实现原理都差不多。所以索性就自己开发了一套很平庸的实现,没有什么太大的亮点。不过好在,算是完成了对 ManagerOfManagers 中 GUIManager 的收集。
1、Dictionary的插入时间复杂度? Dictionary内部实现为一个哈希表,通过设置好的哈希映射,达到常数级的时间复杂度。 2、平衡二叉树的插入时间复杂度? 查询是Log n的,查到应该插在哪即可用常数级去插入,合起来时间复杂度Log n。 3、手写快排 快速排序思想: ...
/// private async void RefreshIAPItems() { _googlePlayCatalog = new Dictionary<string, PlayFab.EconomyModels.CatalogItem>(); SearchItemsRequest googlePlayCatalogRequest = new() { Count = 50, Filter = "AlternateIds/any(t: t/type eq 'GooglePlay')" }; SearchItemsResponse googlePla...
(jsonString) as Dictionary<string,object>;/// Debug.Log("deserialized: " + dict.GetType());// Debug.Log("dict['array'][0]: " + ((List) dict["array"])[0]);// Debug.Log("dict['string']: " + (string) dict["string"]);// Debug.Log("dict['float']: " + (double) dict...
LitJson:Serialize/Deserialize JSON (modified dictionary key to support more non string C # base types, added Unity common types: Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt) ...
("untyped") var dynamicModel = MessagePackSerializer.Deserialize<dynamic>(blob, ContractlessStandardResolver.Options); // You can access the data using array/dictionary indexers, as shown above Console.WriteLine(dynamicModel["Name"]); // foobar Console.WriteLine(dynamicModel["Items"][2]); // ...