對於Unity 序列化 & 反序列化 大致上有的選擇有 Json , Binary , YAML
YAML屬於Unity Prefab 儲存格式沒啥問題先不討論。
總之因為這兩個都沒對 Unity 的特定資料結構處理 比如Vector2 Vector3 之類的所以使用上會出現下面的問題
Json 出現的問題 :
JsonException: Max allowed object depth reached while trying to export from type UnityEngine.Vector2
Binary 出現問題 :
UnityEngine.Vector2' in Assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.
經過Google一番,總之就是新增定義Unity專用的序列方法,總之我把他解決了並且放在GitHub上。
連結在這 :
使用範例 :
using EasyButtons;
using LitJson;
using System;
using System.IO;
using UnityEngine;
[Serializable]
public class Test
{
public Vector3 Vec3 = new Vector3(1f, 2f, 3f);
public Vector2 Vec2 = new Vector2(4f, 5f);
}
public class Example : MonoBehaviour
{
[Button]
public void DataToJson()
{
string path = Path.Combine(Application.dataPath, "Test.json");
string json = JsonMapper.ToPrettyJson(new Test());
File.WriteAllText(path, json);
}
[Button]
public void JsonToData()
{
string path = Path.Combine(Application.dataPath, "Test.json");
string json = File.ReadAllText(path);
Test test = JsonMapper.ToObject<Test>(json);
Debug.LogFormat("vec2{0} vec3 {1}", test.Vec2, test.Vec3);
}
[Button]
public void DataToBytes()
{
string path = Path.Combine(Application.dataPath, "Test.bytes");
byte[] b = BytesMapper.ToBytes<Test>(new Test());
File.WriteAllBytes(path, b);
}
[Button]
public void BytesToData()
{
string path = Path.Combine(Application.dataPath, "Test.bytes");
byte[] b = File.ReadAllBytes(path);
Test test = BytesMapper.ToObject<Test>(b);
Debug.LogFormat("vec2{0} vec3 {1}", test.Vec2, test.Vec3);
}
}
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