Unity 生成/解析 Json, Json数组 存储到本地
StringBuilder sb = new StringBuilder();
JsonWriter writer = new JsonWriter(sb);
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("ObjName");
writer.Write(key);
writer.WritePropertyName("ClassName");
writer.Write(str_className);
writer.WriteObjectEnd();
writer.WriteArrayEnd();
这是已经生成了 sb.tostring();
解析 生成的json
string json = sb.tostring();
JsonData data = new JsonData();
data = JsonMapper.ToObject(json);
foreach (JsonData item in data)
{
string objname = (string)item["ObjName"];
// GameObject obj = GameObject.Find(objname);
string classname = (string)item["ClassName"];
string[] _classname = classname.Split('|');
List<string> list_className = new List<string>();
for (int i = 0; i < _classname.Length; i++)
{
list_className.Add(_classname[i]);
}
dic.Add(objname, list_className);
}
将json 存储到本地
private void Save(string jsong)
{
//string values = JsonMapper.ToJson(dic);
string values = jsong;
Debug.Log(values);
//找到当前路径
FileInfo file = new FileInfo(filePath+ "/Dependence.bytes");
//判断有没有文件,有则打开文件,,没有创建后打开文件
StreamWriter sw = file.CreateText();
//ToJson接口将你的列表类传进去,,并自动转换为string类型
// string json = JsonMapper.ToJson(personList.dictionary);
//将转换好的字符串存进文件,
sw.WriteLine(values);
//注意释放资源
sw.Close();
sw.Dispose();
}

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