做不到每天写一篇博客,那就每周写一篇吧。
这次共享一个自己写的unity本地保存泛型方法。代码如下:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System;
public static class DataServer {
/// <summary>
/// 序列化保存对象
/// </summary>
/// <typeparam name="T"> 可序列化的类名 </typeparam>
/// <param name="dataClass"> 可序列化的对象 </param>
/// <param name="path"> 保存的路径 </param>
public static void DataSaveWithPath<T>(T dataClass, string path) {
try {
IFormatter formatter = new BinaryFormatter();
Stream stream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.Write, FileShare.None);
formatter.Serialize(stream, dataClass);
stream.Close();
stre