Unity Json数据生成可视化对象

**点击**:Json转C#
eg:无嵌套
在这里插入图片描述
在这里插入图片描述
嵌套:
1、

public class MainGame : MonoBehaviour
{
    public List<PlanetaryData> m_AllPlanetaryData = new List<PlanetaryData>();
    private void Start()
    {
        m_AllPlanetaryData = JsonLoad.Instance.LoadJsonDatas<List<PlanetaryData>>(Application.streamingAssetsPath + "/Json/data.json");
        for (int i = 0; i < m_AllPlanetaryData.Count; i++)
        {
            Debug.Log(m_AllPlanetaryData[i].m_Name);
        }
    }
}
/// <summary>
/// 地球数据简介
/// </summary>
[System.Serializable]
public class PlanetaryData
{
    /// <summary>
    /// 名字
    /// </summary>
    public string m_Name { get; set; }
    /// <summary>
    /// 英文名字
    /// </summary>
    public string m_EnglishName { get; set; }
    /// <summary>
    /// 简介
    /// </summary>
    public string m_Hint { get; set; }
    /// <summary>
    /// 矿产
    /// </summary>
    public string m_MineralProducts { get; set; }
}

JSON

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System.IO;
using System;
using System.Text;

public class JsonLoad 
{
    private static JsonLoad instance;
    public static JsonLoad Instance
    {
        get
        {
            if (instance == null)
            {
                instance = new JsonLoad();
            }
            return instance;
        }
    }
    /// <summary>
    /// 读取0
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="path"></param>
    /// <returns></returns>
    public T LoadJsonDatas<T>(string path)
    {
        StreamReader sr = new StreamReader(path);
        string readContent = sr.ReadToEnd();
        T jsonDatas = JsonMapper.ToObject<T>(readContent);
        sr.Close();
        sr.Dispose();
        return jsonDatas;
    }
    /// <summary>
    /// 读取1
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="UnityAssetSubPath"></param>
    /// <returns></returns>
    public T LoadFromJsonDate<T>(string UnityAssetSubPath)
    {
        try
        {
            string filePath = Application.dataPath + UnityAssetSubPath;
            T t = JsonMapper.ToObject<T>(File.ReadAllText(filePath));
            if (t == null)
            {
                Debug.Log("JsonDate=Null");
                return default(T);
            }
            return t;
        }
        catch (Exception E)
        {
            Debug.LogError(E);
            return default(T);
        }
    }
    /// <summary>
    /// 保存
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="t"></param>
    /// <param name="UnityAssetSubPath"></param>
    /// <returns></returns>
    public string SaveJsonDate<T>(T t, string UnityAssetSubPath)
    {
        string filePath = Application.dataPath + UnityAssetSubPath;
        FileInfo file = new FileInfo(filePath);
        string jsonstr = JsonMapper.ToJson(t);
        using (System.IO.StreamWriter thefile = new StreamWriter(filePath, false, Encoding.UTF8))
        {
            thefile.WriteLine(jsonstr);
        }
        //在编辑器下
#if UNITY_EDITOR
        UnityEditor.AssetDatabase.Refresh();
#endif
        return jsonstr;
    }

}

public class JsonDatas
{
    /// <summary>
    /// 地球
    /// </summary>
    public Star Earth { get; set; }
    public Star Port { get; set; }
}
/// <summary>
/// 星
/// </summary>
public class Star
{
    public string TextIntr { get; set; }
    public string crystal { get; set; }
}
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