02.xml序列化

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01.C#转成xml
在这里插入图片描述

using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
using UnityEngine;

[Serializable]
public class Player
{
    [XmlAttribute]
    public int Id { get; set; }

    [XmlAttribute]
    public string Name { get; set; }

    [XmlArray]
    public List<int> List { get; set; }
    
}

 void InitXml()
    {
        Player player=new Player();
        player.Id = 100;
        player.Name = "得到";
        player.List=new List<int>(){1,2,3};
        FileStream stream=new FileStream(Application.dataPath+"/Players",FileMode.Create,FileAccess.ReadWrite,FileShare.ReadWrite);
        StreamWriter streamWriter=new StreamWriter(stream,Encoding.UTF8);
        XmlSerializer xml=new XmlSerializer(typeof(Player));
        xml.Serialize(stream,player);
        streamWriter.Close();
        stream.Close();
    }
}

结果

<?xml version="1.0"?>
<Player xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" Id="100" Name="得到">
  <List>
    <int>1</int>
    <int>2</int>
    <int>3</int>
  </List>
</Player>

02.xml解析

  FileStream stream = new FileStream(Application.dataPath + "/Players.xml", FileMode.OpenOrCreate, FileAccess.ReadWrite,      FileShare.ReadWrite);
  XmlSerializer xml = new XmlSerializer(typeof(Player));
            Player player = (Player)xml.Deserialize(stream);
            stream.Close();

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[Serializable]
public class Monster
{
    public int Id { get; set; }
    public string Name { get; set; }

    public List<int> List { get; set; }
}

03.类转成二进制

  void Bin()
    {
        Monster monster=new Monster();
        monster.Id = 123;
        monster.Name = "弟弟";
        monster.List=new List<int>(){2,6,90};
        FileStream fileStream=new FileStream(Application.dataPath+"/monster.bytes",FileMode.Create,FileAccess.ReadWrite,FileShare.ReadWrite);
        BinaryFormatter bf=new BinaryFormatter();
        bf.Serialize(fileStream,monster);
        fileStream.Close();
    }

04.二进制转成类

  void BinF()
    {
        TextAsset textAsset=UnityEditor.AssetDatabase.LoadAssetAtPath<TextAsset>("Assets"+ "/monster.bytes");
        MemoryStream memory=new MemoryStream(textAsset.bytes);
        BinaryFormatter bf = new BinaryFormatter();
        Monster monster=(Monster)bf.Deserialize(memory);
        Debug.Log(monster.Name);
    }

05.assets序列化


[CreateAssetMenu(fileName ="text",menuName ="creatText",order = 0)]
public class AssectSer : ScriptableObject
{
    public int id;
    public int[] sum;
}

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