本文整理汇总了C#中BinaryFormatter类的典型用法代码示例。如果您正苦于以下问题:C# BinaryFormatter类的具体用法?C# BinaryFormatter怎么用?C# BinaryFormatter使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BinaryFormatter类属于命名空间,在下文中一共展示了BinaryFormatter类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Load
public GameObject Load(int codigo1, int codigo2)
{
saveAtual = GameObject.FindObjectOfType<SaveAtual>();
if (File.Exists(Application.persistentDataPath+"/" + saveAtual.getSaveAtualId() + "" + codigo1 + "" +codigo2+ "MapaData.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/" + saveAtual.getSaveAtualId() + "" + codigo1 + "" + codigo2 + "MapaData.dat",FileMode.Open);
MapaData mapaData = (MapaData)bf.Deserialize(file);
file.Close();
this.largura.position = mapaData.largura.V3;
this.altura.position = mapaData.altura.V3;
this.comprado = mapaData.comprado;
celulasLosango = new ArrayList();
foreach (CelulaData celulas in mapaData.celulasLosango)
{
GameObject celula = GameObject.Instantiate(LosangoBase) as GameObject;
celula.transform.position = celulas.posicaoCelula.V3;
celula.GetComponent<Celula>().recurso.setRecurso(celulas.Recurso, celulas.recursoLv);
celula.GetComponent<Celula>().recurso.setTempoDecorrido(celulas.tempoDecorrido);
celula.GetComponent<Celula>().recurso.compradoPeloJogador = celulas.compradoPeloJogador;
celulasLosango.Add(celula);
celula.transform.parent = this.gameObject.transform;
}
return this.gameObject;
}
return null;
}
开发者ID:IuryMaiiaa,项目名称:Jogo-Empreendedorismo,代码行数:28,代码来源:Mapa.cs
示例2: Save
public void Save(int score, int cubesDestroyed, int purpleCubes, int blueCubes, int redCubes, int yellowCubes, int greenCubes)
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat");
PlayerData data = new PlayerData();
if (score > data.highestScore)
{
data.highestScore = score;
data.isHighScore = true;
}
else
data.isHighScore = false;
data.totalScore += score;
data.cubesDestroyed += cubesDestroyed;
data.lastScore = score;
data.purpleCubes = purpleCubes;
data.blueCubes = blueCubes;
data.redCubes = redCubes;
data.yellowCubes = yellowCubes;
data.greenCubes = greenCubes;
bf.Serialize(file, data);
file.Close();
}
开发者ID:nickmorell,项目名称:Cube,代码行数:27,代码来源:ApplicationManager.cs
示例3: Load
// Takes the data that is in the save file and gives it to GameControler
private void Load (){
// Only loads if there is a file to load from, and this is in the level menu scene
if (SceneManager.GetActiveScene().buildIndex == LEVEL_SELECT_SCENE_INDEX){
using(FileStream file = File.Open(Application.persistentDataPath + levelStateDataFileEndAddress,FileMode.Open))
{
BinaryFormatter bf = new BinaryFormatter();
LevelStateData data = (LevelStateData) bf.Deserialize(file);
LevelInfoHolder[] levelInfo;
if (data.LevelStatusArray.Length <= 0){ // If there isnt stored information on the level status array in the file, make a new default array
levelInfo = GameControler.GetDefaultLevelCompleteArray();
}
else {
// There is information on the file, so we want to pass it on to GameControler
levelInfo = data.LevelStatusArray;
}
// The save file is currently open so we can't and don't want to save
GameControler.SetLevelCompleteArrayWithoutSaving(levelInfo);
file.Close();
Debug.Log("Loaded");
}
}
}
开发者ID:james-sullivan,项目名称:StickeyBallGame,代码行数:29,代码来源:LevelSelectSaveLoad.cs
示例4: LoadLevel
public void LoadLevel(int levelNumber)
{
Debug.Log("loading");
var formatter = new BinaryFormatter();
FileStream stream = File.OpenRead(datapath + levelNumber + ".lvl");
var ballList = (BallInfo[]) formatter.Deserialize(stream);
stream.Close();
var bf = FindObjectOfType<BallFactory>();
var bfIterator = 1;
foreach (var ball in ballList)
{
if (bf != null)
{
if (ball.isBogus)
{
bf.Instantiate(ball, -1);
}
else
{
bf.Instantiate(ball, bfIterator);
bfIterator++;
}
}
}
}
开发者ID:jarena3,项目名称:Ool,代码行数:27,代码来源:LevelFactory.cs
示例5: LoadUserFriendsFromLocalMemory
public User LoadUserFriendsFromLocalMemory()
{
BinaryFormatter bf = null;
FileStream file = null;
User user = new User();
try{
FilePath = Application.persistentDataPath + FRIENDS_LOCAL_FILE_NAME;
Debug.Log("loadUserFromLocalMemory():FilePath " + FilePath);
if(File.Exists(FilePath)){
Debug.Log("Yes [email protected] " + FilePath);
bf = new BinaryFormatter();
file = File.Open(FilePath,FileMode.Open);
user = (User)bf.Deserialize(file);
}
}
catch (FileNotFoundException ex)
{
Debug.Log("FileNotFoundException:ex " + ex.ToString());
}
catch (IOException ex)
{
Debug.Log("IOException:ex " + ex.ToString());
}
catch (Exception ex){
Debug.Log("Exception:ex " + ex.ToString());
}
finally
{
if (file != null)
file.Close();
}
return user;
}
开发者ID:jmoraltu,项目名称:KatoizApp,代码行数:34,代码来源:UserDAO.cs
示例6: SaveToFile
public static void SaveToFile(Level data, string fileName)
{
IFormatter formatter = new BinaryFormatter();
Stream stream = new FileStream(string.Format("{0}.level", fileName), FileMode.Create, FileAccess.Write, FileShare.Write);
formatter.Serialize(stream, data);
stream.Close();
}
开发者ID:alexkirwan29,项目名称:Cubes-Of-Wrath,代码行数:7,代码来源:LevelIO.cs
示例7: save
/*
* Tries to write to a save file for the current player.
* In the future, this may need to consider a player
* name so we can have multiple save files.
*/
public void save() {
//Debug.Log("Saving file to " + pathname);
BinaryFormatter binForm = new BinaryFormatter ();
FileStream saveFile;
if (File.Exists (pathname)) {
saveFile = File.Open (pathname, FileMode.Open);
} else saveFile = File.Create (pathname);
MetaPhoto saveData = new MetaPhoto ();
saveData.balan = balanceValue;
saveData.spaci = spacingValue;
saveData.inter = interestingnessValue;
saveData.containsFox = containsFox;
saveData.containsOwl = containsOwl;
saveData.containsDeer = containsDeer;
saveData.containsPosingAnimal = containsPosingAnimal;
saveData.takenWithTelephoto = takenWithTelephoto;
saveData.takenWithWide = takenWithWide;
saveData.takenWithFilter = takenWithFilter;
saveData.comments = comments;
binForm.Serialize (saveFile, saveData);
saveFile.Close ();
}
开发者ID:SamReha,项目名称:SnapshotGame,代码行数:31,代码来源:Photo.cs
示例8: serialize
public void serialize()
{
height = GetComponent<Background>().height;
width = GetComponent<Background>().width;
start = GetComponent<Background>().start;
end = GetComponent<Background>().end;
dangerMap = GetComponent<DangerMap>().getDangerMap();
var = GetComponent<DangerMap>().var;
enemies = GetComponent<Enemies>().getEnemy();
trace = GetComponent<Player>().getTrace();
filteredTrace_a = GetComponent<Player>().get_filteredTrace_a();
filteredTrace_b = GetComponent<Player>().get_filteredTrace_b();
stepsize = GetComponent<Player>().stepsize;
forecast_d = GetComponent<Forecast>().get_forecast_d();
angle = GetComponent<Forecast>().angle;
SerialObject obj = new SerialObject(width, height, start, end,
dangerMap, var, enemies, trace,
filteredTrace_a, filteredTrace_b, stepsize,
forecast_d, angle);
string file = dir + filePrefix + "_serial.xml";
Stream stream = File.Open(file, FileMode.Create);
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(stream, obj);
stream.Close();
}
开发者ID:hycis,项目名称:BehaviourLearning,代码行数:33,代码来源:Serialize.cs
示例9: DeserializeObject
private static object DeserializeObject(byte[] bytes)
{
var BinaryFormatter = new BinaryFormatter();
var MemoryStream = new MemoryStream(bytes);
return BinaryFormatter.Deserialize(MemoryStream);
}
开发者ID:EranYaacobi,项目名称:Centipede,代码行数:7,代码来源:RegisterCustomTypes.cs
示例10: SaveGameData
//overwrites the file with a fresh save
public void SaveGameData()
{
bf = new BinaryFormatter();
fs = File.Create(Application.persistentDataPath + GAME_DATA_FILE);
bf.Serialize(fs, gd);
fs.Close();
}
开发者ID:AdamBoyce,项目名称:UnitySaveLoadExample,代码行数:8,代码来源:SaveLoadBehaviour.cs
示例11: MenuSavePbObject
public static void MenuSavePbObject()
{
pb_Object[] selection = pbUtil.GetComponents<pb_Object>(Selection.transforms);
int len = selection.Length;
if(len < 1) return;
string path = "";
if(len == 1)
path = EditorUtility.SaveFilePanel("Save ProBuilder Object", "", selection[0].name, "pbo");// "Save ProBuilder Object to File.");
else
path = EditorUtility.SaveFolderPanel("Save ProBuilder Objects to Folder", "", "");
foreach(pb_Object pb in selection)
{
//Creates a new pb_SerializableObject object.
pb_SerializableObject obj = new pb_SerializableObject(pb);
//Opens a file and serializes the object into it in binary format.
Stream stream = File.Open( len == 1 ? path : path + pb.name + ".pbo", FileMode.Create);
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(stream, obj);
stream.Close();
}
}
开发者ID:Rikarie,项目名称:Kingdom,代码行数:29,代码来源:SaveLoadPbObjects.cs
示例12: Main
public static void Main(String[] args)
{
Console.WriteLine ("Fill MyList object with content\n");
MyList l = new MyList();
for (int x=0; x< 10; x++)
{
Console.WriteLine (x);
l.Add (x);
} // end for
Console.WriteLine("\nSerializing object graph to file {0}", FILENAME);
Stream outFile = File.Open(FILENAME, FileMode.Create, FileAccess.ReadWrite);
BinaryFormatter outFormat = new BinaryFormatter();
outFormat.Serialize(outFile, l);
outFile.Close();
Console.WriteLine("Finished\n");
Console.WriteLine("Deserializing object graph from file {0}", FILENAME);
Stream inFile = File.Open(FILENAME, FileMode.Open, FileAccess.Read);
BinaryFormatter inFormat = new BinaryFormatter();
MyList templist = (MyList)inFormat.Deserialize(inFile);
Console.WriteLine ("Finished\n");
foreach (MyListItem mli in templist)
{
Console.WriteLine ("List item number {0}, square root {1}", mli.Number, mli.Sqrt);
} //foreach
inFile.Close();
} // end main
开发者ID:ArildF,项目名称:masters,代码行数:29,代码来源:simpleserialize.cs
示例13: LoadInventory
public void LoadInventory()
{
if(File.Exists(Application.persistentDataPath + "Inventory.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file_loc = File.Open(Application.persistentDataPath + "Inventory.dat",FileMode.Open);
Inventory_Item_Info Inven = (Inventory_Item_Info)bf.Deserialize(file_loc);
file_loc.Close();
print (Inven.AllItems.Count);
for(int i = 0; i < Inven.AllItems.Count; ++i)
{
print ("item Loaded:" + i);
if(LoadItem(Inven.AllItems[i]))
{
Inventory.Inven.AddExisingItem(LoadItem(Inven.AllItems[i]));
}
else
{
}
}
}
}
开发者ID:Frozen-Ewok,项目名称:IdleHero,代码行数:26,代码来源:Game_Info.cs
示例14: LoadHero
public void LoadHero()
{
HeroScript = Hero_Data.Hero.GetComponent<Hero_Data>();
if(File.Exists(Application.persistentDataPath + "HeroInfo.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file_loc = File.Open(Application.persistentDataPath + "HeroInfo.dat",FileMode.Open);
Hero_Info Hero = (Hero_Info)bf.Deserialize(file_loc);
file_loc.Close();
HeroScript.m_dGold = Hero.m_dGold;
HeroScript.m_fAttack_Speed = Hero.m_fAttack_Speed;
HeroScript.m_fDamage = Hero.m_fDamage;
HeroScript.m_fHealth = Hero.m_fHealth;
HeroScript.m_fHealth_Regen = Hero.m_fHealth_Regen;
HeroScript.m_fMana = Hero.m_fMana;
HeroScript.m_fMana_Regen = Hero.m_fMana_Regen;
HeroScript.m_fMax_Health = Hero.m_fMax_Health;
HeroScript.m_fMax_Mana = Hero.m_fMax_Mana;
HeroScript.m_iCurrnet_Exp = Hero.m_iCurrnet_Exp;
HeroScript.m_iExp_To_Level = Hero.m_iExp_To_Level;
HeroScript.m_iStatPoints = Hero.m_iStatPoints;
}
else
{
}
}
开发者ID:Frozen-Ewok,项目名称:IdleHero,代码行数:30,代码来源:Game_Info.cs
示例15: Deserialize
Messages Deserialize(byte[] bytes)
{
MemoryStream stream = new MemoryStream(bytes);
BinaryFormatter b = new BinaryFormatter();
return (Messages)b.Deserialize(stream);
}
开发者ID:Boykooo,项目名称:Boom,代码行数:7,代码来源:ServerManager.cs
示例16: OnBeforeSerialize
// Serialize object
public void OnBeforeSerialize()
{
// No need to serialize if the object is null
// or declared nonserializable
if (unserializable || unserializedObject == null)
return;
// Possible to loop over fields for serialization of (unity) non serializables
// This will prevent this method from blowing up when the serializer hits non serializable fields
// Possibly store all the fields in a dictionary of some kind? (increased memory usage, but more stable)
// For now just check one type
Type objType = unserializedObject.GetType();
// Check surrogates for non serializable types
if (!objType.IsSerializable)
{
if (!SurrogateHandler.GetSurrogate(ref unserializedObject))
{
Debug.Log("SerializableObject.Serialization: " + objType.ToString() + " is not a serializable type and has no surrogate");
unserializable = true;
return;
}
}
// Serialize
using(var stream = new MemoryStream())
{
var serializer = new BinaryFormatter();
serializer.Serialize(stream, unserializedObject);
byteArray = stream.ToArray();
}
//Debug.Log("Serialized Type: " + unserializedObject.GetType() + " | Value: " + unserializedObject.ToString());
}
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:36,代码来源:SerializableObject.cs
示例17: GetBytes
public static byte[] GetBytes(Level data)
{
IFormatter formatter = new BinaryFormatter();
MemoryStream stream = new MemoryStream();
formatter.Serialize(stream, data);
return stream.ToArray();
}
开发者ID:alexkirwan29,项目名称:Cubes-Of-Wrath,代码行数:7,代码来源:LevelIO.cs
示例18: LoadButtonAssignment
// Button Assignment
public void LoadButtonAssignment()
{
// Check if the file exists before proceeding
if (File.Exists(Application.persistentDataPath + "/buttonAssignment.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/buttonAssignment.dat", FileMode.Open);
// Deserialize creates a generic object that we must cast as ButtonData
// This allows us to pull the data out of the file
ButtonData data = (ButtonData)bf.Deserialize(file);
// Close the file
file.Close();
left = data.GetButtonLeft();
right = data.GetButtonRight();
up = data.GetButtonUp();
down = data.GetButtonDown();
jump = data.GetButtonJump();
fire1 = data.GetButtonFire1();
fire2 = data.GetButtonFire2();
fire3 = data.GetButtonFire3();
quickFire = data.GetButtonQuickFire();
submit = data.GetButtonSubmit();
cancel = data.GetButtonCancel();
}
}
开发者ID:TalkingPandas,项目名称:SciFiSamurai,代码行数:28,代码来源:ButtonControl.cs
示例19: load
/*
* Tries to open a save file for the current player.
* If it can't, it creates a new save file.
* In the future, this may need to consider an player
* name so we can have multiple save files.
*/
public void load() {
if (File.Exists(pathname)) {
//Debug.Log("Loading file at " + pathname);
string fullPath = pathname;
BinaryFormatter binForm = new BinaryFormatter ();
FileStream saveFile = File.Open (fullPath, FileMode.Open);
MetaPhoto saveData = (MetaPhoto)binForm.Deserialize (saveFile);
saveFile.Close ();
balanceValue = saveData.balan;
spacingValue = saveData.spaci;
interestingnessValue = saveData.inter;
containsFox = saveData.containsFox;
containsOwl = saveData.containsOwl;
containsDeer = saveData.containsDeer;
containsPosingAnimal = saveData.containsPosingAnimal;
takenWithTelephoto = saveData.takenWithTelephoto;
takenWithWide = saveData.takenWithWide;
takenWithFilter = saveData.takenWithFilter;
comments = saveData.comments;
} else {
Debug.Log("Save file does not exist! Creating an empty one...");
createProfile ();
}
}
开发者ID:SamReha,项目名称:SnapshotGame,代码行数:33,代码来源:Photo.cs
示例20: setUserGameStatus
//Funcion para guardar los datos durante el juego
public static void setUserGameStatus(UserGameStatus gameStatus)
{
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Create (Application.persistentDataPath + "/UserGameStatus.dat");
bf.Serialize (file, gameStatus);
file.Close ();
}
开发者ID:LightLex,项目名称:RoboRacers,代码行数:8,代码来源:Controller.cs
注:本文中的BinaryFormatter类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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