C# SerializationException:类型UnityEngine.GameObject未标记为可序列化
我想问点事。我正在制作一个游戏,我试图像收割月亮一样保存和加载游戏的数据,但是我得到了这个错误。我在谷歌搜索过这种错误,但我不知道如何解决它。这是我的密码C# SerializationException:类型UnityEngine.GameObject未标记为可序列化,c#,unity3d,save,unityscript,C#,Unity3d,Save,Unityscript,我想问点事。我正在制作一个游戏,我试图像收割月亮一样保存和加载游戏的数据,但是我得到了这个错误。我在谷歌搜索过这种错误,但我不知道如何解决它。这是我的密码 using UnityEngine; using System.Collections; using System; using System.Collections.Generic; using System.Runtime.Serialization.Formatters.Binary; using System.IO; public
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class gameController : MonoBehaviour {
public static gameController control;
public basicskill bs;
// Use this for initialization
void Awake () {
if(control == null)
{
DontDestroyOnLoad(gameObject);
control = this;
}
else if(control != this)
{
Destroy(gameObject);
}
}
void OnGUI(){
GUI.Label (new Rect (10, 10, 100, 30), "Health: " + bs.charPrince.health);
GUI.Label (new Rect (10, 40, 140, 30), "Experience: " + bs.charPrince.exp);
}
public void Save(){
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Create (Application.persistentDataPath + "/playerInfo.dat");
Prince data = new Prince ();
data.name = bs.charPrince.name;
data.birthday = bs.charPrince.birthday;
data.hadapAtas = bs.charPrince.hadapAtas;
data.hadapKanan = bs.charPrince.hadapKanan;
data.locationY = bs.charPrince.locationY;
data.locationX = bs.charPrince.locationX;
data.exp = bs.charPrince.exp;
data.health = bs.charPrince.health;
bf.Serialize (file, data);
file.Close ();
}
public void Load(){
if(File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
Prince data = (Prince)bf.Deserialize(file);
file.Close();
bs.charPrince.name = data.name;
bs.charPrince.birthday = data.birthday ;
bs.charPrince.hadapAtas = data.hadapAtas ;
bs.charPrince.hadapKanan = data.hadapKanan;
bs.charPrince.locationY = data.locationY;
bs.charPrince.locationX = data.locationX;
bs.charPrince.exp = data.exp;
bs.charPrince.health = data.health;
}
}
// Update is called once per frame
void Update () {
}
}
从上面的代码中,我得到了一个错误
序列化异常:类型UnityEngine.GameObject未标记为
可序列化。
System.Runtime.Serialization.Formatters.Binary.BinaryCommon.CheckSerializable
(System.Type类型、ISurrogateSelector选择器、StreamingContext
(上下文)(在
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/binarycomon.cs:119)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteValue
(System.IO.BinaryWriter编写器,System.Type值类型,System.Object
val)(在
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/ObjectWriter.cs:732)
Prince__TypeMetadata.WriteObject数据
(System.Runtime.Serialization.Formatters.Binary.ObjectWriter,
System.IO.BinaryWriter,System.Object)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject
(System.IO.BinaryWriter编写器,Int64 id,System.Object obj)(位于
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/ObjectWriter.cs:360)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance
(System.IO.BinaryWriter编写器,System.Object对象,布尔值
isValueObject)(在
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/ObjectWriter.cs:293)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueueObjects
(System.IO.BinaryWriter)(位于
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/ObjectWriter.cs:271)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph
(System.IO.BinaryWriter编写器,System.Object对象,
System.Runtime.Remoting.Messaging.Header[]headers)(位于
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/ObjectWriter.cs:256)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serializate
(System.IO.Stream序列化流、System.Object图、,
System.Runtime.Remoting.Messaging.Header[]headers)(位于
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:232)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serializate
(System.IO.Stream序列化流,System.Object图)(位于
/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:211)
gameController.Save()(位于Assets/Scripts/gameController.cs:45)
adjustScript.OnGUI()(位于Assets/Scripts/adjustScript.cs:32)
这是我的其他密码
using UnityEngine;
using System.Collections;
using System;
public class adjustScript : MonoBehaviour {
void OnGUI(){
if(GUI.Button(new Rect(10,100,100,30),"Health Up"))
{
gameController.control.bs.charPrince.health += 10;
}
if(GUI.Button(new Rect(10,140,100,30),"Health Down"))
{
if(gameController.control.bs.charPrince.health >0)
{
gameController.control.bs.charPrince.health -= 10;
}
}
if(GUI.Button(new Rect(10,180,100,30),"Experience Up"))
{
gameController.control.bs.charPrince.exp += 10;
}
if(GUI.Button(new Rect(10,220,100,30),"Experience Down"))
{
if(gameController.control.bs.charPrince.exp >0)
{
gameController.control.bs.charPrince.exp -= 10;
}
}
if(GUI.Button(new Rect(10,260,100,30),"Save"))
{
gameController.control.Save();
}
if(GUI.Button(new Rect(10,300,100,30),"Load"))
{
gameController.control.Load();
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
[Serializable]
public class Prince : Character{
public float health = 100f;
public float exp = 0f;
public float kecMaks = 0f;
public float moveV = 0f;
public float moveH = 0f;
public bool hadapKanan = false;
public bool hadapAtas = true;
public GameObject objPrince;
public Prince()
{
this.name = "";
this.birthday = "";
this.objPrince = null;
}
public Prince(GameObject objChar,string nama, string birthday){
this.name = nama;
this.birthday = birthday;
this.objPrince = objChar;
}
}
using UnityEngine;
using System.Collections;
using System;
[Serializable]
public class Character {
public string name;
public string birthday;
public float locationX;
public float locationY;
public Character(){
this.name = "";
this.birthday = "";
this.locationX = 0f;
this.locationY = 0f;
}
}
请帮我解决这个问题。我从unity的关于持久性保存和加载数据的实时教程中学到了这一点,但是编写这种代码的人没有这个错误 我也犯了同样的错误。。。 我发现这是一个解决方案: (就你而言) 这意味着您不能保存(序列化)objPrince,但您可以在运行时拥有一个实时引用。为了获得objPrince所需的预置,我每次实例化时都通过“namePrince”从参考资料中加载它 此外,几乎没有理由保存游戏对象,除非玩家可以在游戏时间或类似的时间编辑游戏对象。即使这样,您仍然可以从使用过的“身体部位”或其他地方保存名称,并在需要时从Resources文件夹加载
希望这仍然有帮助。错误消息描述了问题所在。你能将游戏对象标记为可序列化吗?教程真的提供了Prince类必须具有GameObject属性吗?
这是您对Prince
当前实例的引用-您不需要GameObject对象属性
,是吗?Prince
类被标记为[Serializable]
,但它无法序列化游戏对象
,因此您需要将其删除或删除
[System.NonSerialized]
private GameObject objPrince;
public GameObject ObjPrince{get{return objPrince;}set{objPrince = value;}}