类 XML互转 和 类与二进制互转
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Xml.Serialization;
using UnityEngine;
public class ResourcesTest : MonoBehaviour
{
void Start()
{
//SerilizeTest();
//DeSerilizerTest();
//BinarySerTest();
//BinaryDeSerTest();
` ReadTestAssets()
}
#region XML
//=============序列化================
/// <summary>
/// xml 序列化
/// </summary>
void SerilizeTest()
{
TestSerilize testSerilize = new TestSerilize();
testSerilize.Id = 1;
testSerilize.Name = "学习!";
testSerilize.List = new List<int>();
testSerilize.List.Add(888);
testSerilize.List.Add(999);
XmlSerilize(testSerilize);
}
void XmlSerilize(TestSerilize testSerilize)
{
FileStream fileStream = new FileStream(Application.dataPath + "/test.xml", FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8);
XmlSerializer xml = new XmlSerializer(testSerilize.GetType());
xml.Serialize(sw, testSerilize);
sw.Close();
fileStream.Close();
}
//=============返序列化================
/// <summary>
/// 反序列化
/// </summary>
void DeSerilizerTest()
{
TestSerilize testSerilize = XmlSerilize();
Debug.Log(testSerilize.Id + "-----" + testSerilize.Name);
for (int i = 0; i < testSerilize.List.Count; i++)
{
Debug.Log(testSerilize.List[i]);
}
}
/// <summary>
/// xml 反序列化
/// </summary>
/// <returns></returns>
TestSerilize XmlSerilize()
{
FileStream fileStream = new FileStream(Application.dataPath + "/test.xml", FileMode.Open, FileAccess.ReadWrite, FileShare.ReadWrite);
XmlSerializer xs = new XmlSerializer(typeof(TestSerilize));
TestSerilize testSerilize = (TestSerilize)xs.Deserialize(fileStream);
fileStream.Close();
return testSerilize;
}
#endregion
#region 二进制
//=============序列化================
void BinarySerTest()
{
TestSerilize testSerilize = new TestSerilize();
testSerilize.Id = 10;
testSerilize.Name = "二进制学习!";
testSerilize.List = new List<int>();
testSerilize.List.Add(666);
testSerilize.List.Add(777);
BinarySerilize(testSerilize);
}
void BinarySerilize(TestSerilize testSerilize)
{
FileStream fs = new FileStream(Application.dataPath + "/test.bytes", FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fs, testSerilize);
fs.Close();
}
//=============反序列化================
void BinaryDeSerTest()
{
TestSerilize testSerilize = BinaryDeSerilize();
Debug.Log(testSerilize.Id + "-----" + testSerilize.Name);
for (int i = 0; i < testSerilize.List.Count; i++)
{
Debug.Log(testSerilize.List[i]);
}
}
TestSerilize BinaryDeSerilize()
{
TextAsset textAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<TextAsset>("Assets/test.bytes");
MemoryStream stream = new MemoryStream(textAsset.bytes);
BinaryFormatter bf = new BinaryFormatter();
TestSerilize testSerilize = (TestSerilize)bf.Deserialize(stream);
stream.Close();
return testSerilize;
}
#endregion
#region Assets 序列化
void ReadTestAssets()
{
AssetsSerilize assets = UnityEditor.AssetDatabase.LoadAssetAtPath<AssetsSerilize>("Assets/Script/TestAssets.asset");
Debug.Log(assets.Id);
Debug.Log(assets.Name);
for (int i = 0; i < assets.TestList.Count; i++)
{
Debug.Log(assets.TestList[i]);
}
}
#endregion
}
TestSerilize 类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization;
[System.Serializable]
public class TestSerilize
{
[XmlAttribute("Id")]
public int Id { get; set; }
[XmlAttribute("Name")]
public string Name { get; set; }
[XmlElement("List")]
public List<int> List { get; set; }
}
AssetsSerilize类
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName ="TestAssets",menuName ="CreatAssets",order = 0)]
public class AssetsSerilize : ScriptableObject
{
public int Id;
public string Name;
public List<int> TestList;
}
AssetsSerilize示例图
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