FileStream fs = new FileStream("demo.xml", FileMode.OpenOrCreate); XmlSerializer xml = new XmlSerializer(typeof(DemoClass)); xml.Serialize(fs, demo); fs.Close(); Debug.LogError("write done"); } 1. 2. 3. 4. 5. 6.
我们为Zoo添加了ISerializationCallbackReceiver接口,在序列化之前,系统会调用OnBeforeSerialize,我们在这里把List一分为三:List、List,以及List。新生成的三个链表用于序列化,避免多态的问题。在反序列化之后,系统调用OnAfterDeserialize,我们又把三个链表合为一个供用户使用。我们来看这样的处理能否解决问题 2. Dictiona...
SerializeClass<ClassToSerialize> serialClass = new SerializeClass<ClassToSerialize>(); ClassToSerialize example1 = new ClassToSerialize() { id = 22, name = "xsy", Sex = "男" }; serialClass.SerializeNow(example1); ClassToSerialize example2 = serialClass.DeSerializeNow(); Console.WriteLine("...
public class VerySlowBehaviourDoNotDoThis : MonoBehaviour { [Serializable] public class Node { public string interestingValue = "value"; //The field below is what makes the serialization data become huge because //it introduces a 'class cycle'. public List children = new List(); } //this ...
public class SerializationCallbackScript : MonoBehaviour, ISerializationCallbackReceiver { public List<int> _keys = new List<int> { 3, 4, 5 }; public List<string> _values = new List<string> { "I", "Love", "Unity" }; //Unity doesn't know how to serialize a Dictionary ...
class in UnityEngine / Implemented in:UnityEngine.CoreModule Leave feedback Description Force Unity to serialize a private field. When Unity serializes your scripts, it only serializes public fields. If you also want Unity to serialize your private fields you can add the SerializeField attribute ...
b.Serialize(stream,set); } sw.Stop(); Debug.LogFormat("BinaryFormatter Writing {0} ms", sw.ElapsedMilliseconds); sw.Restart();for(inti =0; i <1000; i++) { stream.Seek(0, SeekOrigin.Begin);varnewobj = b.Deserialize(stream);
ISerializationCallbackReceiver接口中有两个消息函数:OnBeforeSerialize和OnAfterDeserialize, 在序列化发生之前和之后进行一些额外操作 public class A : MonoBehaviour, ISerializationCallbackReceiver { public Dictionary<int, string> dictionary = new Dictionary<int, string>(); ...
using UnityEngine;using System.Collections;using UnityEngine.Networking;publicclassPlayer_NetworkStep:NetworkBehaviour{publicCamera firstControllerCamera;publicAudioListener lister;voidStart(){if(isLocalPlayer)// 判断是否是本地游戏对象{GameObject.FindWithTag("MainCamera").SetActive(false);GetComponent<Character...
首先看public MyClass m1,它的类型是MyClass,属于“没有标记[Serializable]属性的类”,不满足类型规则;它的字段是public,满足字段规则;系统要求两条规则同时满足的对象才能序列化,于是它被跳过了。 接下来看public MyClassSerializable s1,它的类型是MyClassSerializable,属于标记了[Serializable]属性的类,满足类型规则;...