[英]Problem with XML deserialization/serialization
我正在嘗試為我的游戲實現保存和加載機制。 但是由於某種原因它不想工作。 我不斷收到相同的錯誤消息: XmlException: The data at the root level is invalid. Line 1, position 1.
XmlException: The data at the root level is invalid. Line 1, position 1.
.. 這是我創建序列化 xml 文件的代碼:
public void Save()
{
Save newsave = new Save();
if (Time.timeScale == 0)
{
int unit_id = 0;
GameObject[] units = new GameObject[check_number_of_units()];
GameObject[] friendlies = GameObject.FindGameObjectsWithTag("Friend");
GameObject[] enemyosldiers = GameObject.FindGameObjectsWithTag("Enemy");
GameObject[] allunits = enemyosldiers.Concat(friendlies).ToArray();
foreach (GameObject g in allunits)
{
Debug.Log(unit_id);
Debug.Log(check_number_of_units());
units[unit_id] = g;
unit_id++;
}
newsave.cash = id.cash;
newsave.enemy_cash = id.enemycash;
newsave.units = units;
newsave.scenename = SceneManager.GetActiveScene().name;
FileStream file = File.Create(Application.persistentDataPath + "/gamesave.save");
DataContractSerializer bf = new DataContractSerializer(newsave.GetType());
MemoryStream streamer = new MemoryStream();
bf.WriteObject(streamer, newsave);
file.Write(streamer.GetBuffer(), 0, streamer.GetBuffer().Length);
file.Close();
}
}
這是 Save 類:
[System.Serializable]
[DataContract]
public class Save
{
[DataMember]
public int cash;
[DataMember]
public int enemy_cash;
[DataMember]
public string scenename;
[DataMember]
public GameObject[] units;
}
這是反序列化代碼:
public void Load()
{
if (File.Exists(Application.persistentDataPath + "/gamesave.save"))
{
Save loadedsave = new Save();
DataContractSerializer bf = new DataContractSerializer(loadedsave.GetType());
FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open);
loadedsave = (Save)bf.ReadObject(file);
file.Close();
scene_has_been_loaded = true;
units = loadedsave.units;
cash = loadedsave.cash;
enemycash = loadedsave.enemy_cash;
SceneManager.LoadScene(loadedsave.scenename);
}
}
我迷路了。 更令人困惑的是,錯誤僅在allunits[]
不為空時出現
問題出在這一行:
file.Write(streamer.GetBuffer(), 0, streamer.GetBuffer().Length);
您通常不想通過GetBuffer()
訪問流的數據,因為它返回的底層字節數組可能大於您寫入流中的數據。
要么像這樣使用stream.CopyTo
方法:
streamer.Seek(0, SeekOrigin.Begin); // dont forget to seek to the start of the stream
streamer.CopyTo(file);
或者直接寫入文件,根本不使用MemoryStream
:
FileStream file = File.Create(Application.persistentDataPath + "/gamesave.save");
DataContractSerializer bf = new DataContractSerializer(newsave.GetType());
bf.WriteObject(file , newsave);
file.Close();
您可以嘗試為您的單位創建一個模型類,然后存儲重建游戲對象所需的屬性。 我不希望 GameObject 是 XmlSerializable,因為 XmlSerializer 必須知道要實例化哪個 System.Type 以填充數組。 GameObject 是一個抽象類,因此不是不可實例化的。
[DataContract]
public class Unit
{
[DataMember]
public bool IsFriend { get; set; }
[DataMember]
public string Name { get; set; }
}
請檢查您是否像為 Save 對象那樣設置了GameObject 可序列化。
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