C# 在Unity中序列化和反序列化Json和Json数组
我使用C# 在Unity中序列化和反序列化Json和Json数组,c#,json,unity3d,C#,Json,Unity3d,我使用WWW从PHP文件向unity发送了一个项目列表 WWW.text看起来像: [ { "playerId": "1", "playerLoc": "Powai" }, { "playerId": "2", "playerLoc": "Andheri" }, { "playerId": "3", "playerLoc": "Churchgate" }
WWW
从PHP文件向unity发送了一个项目列表
WWW.text
看起来像:
[
{
"playerId": "1",
"playerLoc": "Powai"
},
{
"playerId": "2",
"playerLoc": "Andheri"
},
{
"playerId": "3",
"playerLoc": "Churchgate"
}
]
其中,我从字符串中修剪额外的[]
。当我尝试使用boomlagon.JSON
解析它时,只检索第一个对象。我发现我必须对列表进行反序列化()
并导入了MiniJSON
但是我不知道如何反序列化()
这个列表。我想遍历每个JSON对象并检索数据。我如何使用C#在Unity中实现这一点
我正在使用的类是
public class player
{
public string playerId { get; set; }
public string playerLoc { get; set; }
public string playerNick { get; set; }
}
修剪[]
后,我能够使用MiniJSON解析json。但它只返回第一个KeyValuePair
IDictionary<string, object> players = Json.Deserialize(serviceData) as IDictionary<string, object>;
foreach (KeyValuePair<string, object> kvp in players)
{
Debug.Log(string.Format("Key = {0}, Value = {1}", kvp.Key, kvp.Value));
}
IDictionary players=Json.反序列化(serviceData)为IDictionary;
foreach(播放器中的KeyValuePair kvp)
{
Log(string.Format(“Key={0},Value={1}”,kvp.Key,kvp.Value));
}
谢谢 不要修剪[]
,你应该会没事的[]
识别一个JSON数组,它正是您迭代其元素所需要的。正如@Maximiliangerhardt所说,MiniJson不具备正确反序列化的能力。我使用了JsonFx,工作起来很有魅力。与[]
player[] p = JsonReader.Deserialize<player[]>(serviceData);
Debug.Log(p[0].playerId +" "+ p[0].playerLoc+"--"+ p[1].playerId + " " + p[1].playerLoc+"--"+ p[2].playerId + " " + p[2].playerLoc);
player[]p=JsonReader.反序列化(serviceData);
Debug.Log(p[0]。playerId+“”+p[0]。playerLoc+“”--“+p[1]。playerId+“”+p[1]。playerLoc+“”--“+p[2]。playerId+“”+p[2]。playerLoc);
Unity在5.3.3更新后添加到其API中。忘记所有的第三方库,除非你正在做更复杂的事情。JsonUtility比其他Json库更快。更新到Unity5.3.3版本或更高版本,然后尝试以下解决方案
JsonUtility
是一种轻量级API。仅支持简单类型。它不支持字典之类的集合。一个例外是列表
。它支持List
和List
数组
如果需要序列化字典
或执行简单数据类型序列化和反序列化以外的操作,请使用第三方API。否则,请继续阅读
要序列化的示例类:
[Serializable]
public class Player
{
public string playerId;
public string playerLoc;
public string playerNick;
}
1。一个数据对象(非数组JSON)
序列化A部分:
Player[] playerInstance = new Player[2];
playerInstance[0] = new Player();
playerInstance[0].playerId = "8484239823";
playerInstance[0].playerLoc = "Powai";
playerInstance[0].playerNick = "Random Nick";
playerInstance[1] = new Player();
playerInstance[1].playerId = "512343283";
playerInstance[1].playerLoc = "User2";
playerInstance[1].playerNick = "Rand Nick 2";
//Convert to JSON
string playerToJson = JsonHelper.ToJson(playerInstance, true);
Debug.Log(playerToJson);
string jsonString = "{\r\n \"Items\": [\r\n {\r\n \"playerId\": \"8484239823\",\r\n \"playerLoc\": \"Powai\",\r\n \"playerNick\": \"Random Nick\"\r\n },\r\n {\r\n \"playerId\": \"512343283\",\r\n \"playerLoc\": \"User2\",\r\n \"playerNick\": \"Rand Nick 2\"\r\n }\r\n ]\r\n}";
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Debug.Log(player[0].playerLoc);
Debug.Log(player[1].playerLoc);
使用该方法序列化为Json
输出:
序列化第B部分:
Player[] playerInstance = new Player[2];
playerInstance[0] = new Player();
playerInstance[0].playerId = "8484239823";
playerInstance[0].playerLoc = "Powai";
playerInstance[0].playerNick = "Random Nick";
playerInstance[1] = new Player();
playerInstance[1].playerId = "512343283";
playerInstance[1].playerLoc = "User2";
playerInstance[1].playerNick = "Rand Nick 2";
//Convert to JSON
string playerToJson = JsonHelper.ToJson(playerInstance, true);
Debug.Log(playerToJson);
string jsonString = "{\r\n \"Items\": [\r\n {\r\n \"playerId\": \"8484239823\",\r\n \"playerLoc\": \"Powai\",\r\n \"playerNick\": \"Random Nick\"\r\n },\r\n {\r\n \"playerId\": \"512343283\",\r\n \"playerLoc\": \"User2\",\r\n \"playerNick\": \"Rand Nick 2\"\r\n }\r\n ]\r\n}";
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Debug.Log(player[0].playerLoc);
Debug.Log(player[1].playerLoc);
使用方法重载序列化为Json。只需将true
传递给JsonUtility.ToJson
函数即可格式化数据。将下面的输出与上面的输出进行比较
Player playerInstance = new Player();
playerInstance.playerId = "8484239823";
playerInstance.playerLoc = "Powai";
playerInstance.playerNick = "Random Nick";
//Convert to JSON
string playerToJson = JsonUtility.ToJson(playerInstance, true);
Debug.Log(playerToJson);
输出:
反序列化部分A:
Player[] playerInstance = new Player[2];
playerInstance[0] = new Player();
playerInstance[0].playerId = "8484239823";
playerInstance[0].playerLoc = "Powai";
playerInstance[0].playerNick = "Random Nick";
playerInstance[1] = new Player();
playerInstance[1].playerId = "512343283";
playerInstance[1].playerLoc = "User2";
playerInstance[1].playerNick = "Rand Nick 2";
//Convert to JSON
string playerToJson = JsonHelper.ToJson(playerInstance, true);
Debug.Log(playerToJson);
string jsonString = "{\r\n \"Items\": [\r\n {\r\n \"playerId\": \"8484239823\",\r\n \"playerLoc\": \"Powai\",\r\n \"playerNick\": \"Random Nick\"\r\n },\r\n {\r\n \"playerId\": \"512343283\",\r\n \"playerLoc\": \"User2\",\r\n \"playerNick\": \"Rand Nick 2\"\r\n }\r\n ]\r\n}";
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Debug.Log(player[0].playerLoc);
Debug.Log(player[1].playerLoc);
使用方法重载反序列化json
string jsonString = "{\"playerId\":\"8484239823\",\"playerLoc\":\"Powai\",\"playerNick\":\"Random Nick\"}";
Player player = JsonUtility.FromJson<Player>(jsonString);
Debug.Log(player.playerLoc);
string jsonString = "{\"playerId\":\"8484239823\",\"playerLoc\":\"Powai\",\"playerNick\":\"Random Nick\"}";
Player player = (Player)JsonUtility.FromJson(jsonString, typeof(Player));
Debug.Log(player.playerLoc);
反序列化C部分:
Player[] playerInstance = new Player[2];
playerInstance[0] = new Player();
playerInstance[0].playerId = "8484239823";
playerInstance[0].playerLoc = "Powai";
playerInstance[0].playerNick = "Random Nick";
playerInstance[1] = new Player();
playerInstance[1].playerId = "512343283";
playerInstance[1].playerLoc = "User2";
playerInstance[1].playerNick = "Rand Nick 2";
//Convert to JSON
string playerToJson = JsonHelper.ToJson(playerInstance, true);
Debug.Log(playerToJson);
string jsonString = "{\r\n \"Items\": [\r\n {\r\n \"playerId\": \"8484239823\",\r\n \"playerLoc\": \"Powai\",\r\n \"playerNick\": \"Random Nick\"\r\n },\r\n {\r\n \"playerId\": \"512343283\",\r\n \"playerLoc\": \"User2\",\r\n \"playerNick\": \"Rand Nick 2\"\r\n }\r\n ]\r\n}";
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Debug.Log(player[0].playerLoc);
Debug.Log(player[1].playerLoc);
使用该方法反序列化json。使用JsonUtility.FromJsonOverwrite
时,将不会创建反序列化对象的新实例。它将简单地重用您传入的实例并覆盖其值
这是有效的,如果可能,应该使用
Player playerInstance;
void Start()
{
//Must create instance once
playerInstance = new Player();
deserialize();
}
void deserialize()
{
string jsonString = "{\"playerId\":\"8484239823\",\"playerLoc\":\"Powai\",\"playerNick\":\"Random Nick\"}";
//Overwrite the values in the existing class instance "playerInstance". Less memory Allocation
JsonUtility.FromJsonOverwrite(jsonString, playerInstance);
Debug.Log(playerInstance.playerLoc);
}
2。多数据(数组JSON)
Json包含多个数据对象。例如,playerId
出现了不止一次。Unity的JsonUtility
不支持数组,因为它仍然是新的,但您可以使用此人提供的类来获得array使用JsonUtility
创建一个名为JsonHelper
的类。直接从下面复制JsonHelper
public static class JsonHelper
{
public static T[] FromJson<T>(string json)
{
Wrapper<T> wrapper = JsonUtility.FromJson<Wrapper<T>>(json);
return wrapper.Items;
}
public static string ToJson<T>(T[] array)
{
Wrapper<T> wrapper = new Wrapper<T>();
wrapper.Items = array;
return JsonUtility.ToJson(wrapper);
}
public static string ToJson<T>(T[] array, bool prettyPrint)
{
Wrapper<T> wrapper = new Wrapper<T>();
wrapper.Items = array;
return JsonUtility.ToJson(wrapper, prettyPrint);
}
[Serializable]
private class Wrapper<T>
{
public T[] Items;
}
}
输出:
反序列化Json数组:
Player[] playerInstance = new Player[2];
playerInstance[0] = new Player();
playerInstance[0].playerId = "8484239823";
playerInstance[0].playerLoc = "Powai";
playerInstance[0].playerNick = "Random Nick";
playerInstance[1] = new Player();
playerInstance[1].playerId = "512343283";
playerInstance[1].playerLoc = "User2";
playerInstance[1].playerNick = "Rand Nick 2";
//Convert to JSON
string playerToJson = JsonHelper.ToJson(playerInstance, true);
Debug.Log(playerToJson);
string jsonString = "{\r\n \"Items\": [\r\n {\r\n \"playerId\": \"8484239823\",\r\n \"playerLoc\": \"Powai\",\r\n \"playerNick\": \"Random Nick\"\r\n },\r\n {\r\n \"playerId\": \"512343283\",\r\n \"playerLoc\": \"User2\",\r\n \"playerNick\": \"Rand Nick 2\"\r\n }\r\n ]\r\n}";
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Debug.Log(player[0].playerLoc);
Debug.Log(player[1].playerLoc);
然后您可以使用它:
string jsonString = fixJson(yourJsonFromServer);
Player[] player = JsonHelper.FromJson<Player>(jsonString);
Unity的JsonUtility
不支持此功能,因为“15m”属性以数字开头。类变量不能以整数开头
从Unity's下载SimpleJSON.cs
要获得1500万美元的财产:
var N = JSON.Parse(yourJsonString);
string price = N["USD"]["15m"].Value;
Debug.Log(price);
要获取ISK的“15m”属性:
var N = JSON.Parse(yourJsonString);
string price = N["ISK"]["15m"].Value;
Debug.Log(price);
要获得新西兰元的“15m”财产:
var N = JSON.Parse(yourJsonString);
string price = N["NZD"]["15m"].Value;
Debug.Log(price);
其他不以数字开头的Json属性可以由Unity的JsonUtility处理
4.故障排除功能:
使用JsonUtility.ToJson
序列化时出现问题
使用JsonUtility.ToJson
获取空字符串或“{}
”
A。确保该类不是数组。如果是,请将上面的helper类与JsonHelper.ToJson
一起使用,而不是JsonUtility.ToJson
B。将[Serializable]
添加到要序列化的类的顶部
C。从类中删除属性。例如,在变量中,publicstringplayerid{get;set;}
remove{get;set;}
。Unity无法序列化此文件
使用JsonUtility.FromJson
反序列化时出现问题
A。如果得到Null
,请确保Json不是Json数组。如果是,请将上面的helper类与JsonHelper.FromJson
一起使用,而不是JsonUtility.FromJson
B。如果在反序列化时获得NullReferenceException
,请将[Serializable]
添加到类的顶部
C。如有任何其他问题,请验证您的json是否有效。转到此站点并粘贴json。它应该显示json是否有效。它还应该使用Json生成适当的类。只需确保从每个变量中删除remove{get;set;}
,并将[Serializable]
添加到生成的每个类的顶部
Newtonsoft.Json:
如果出于某种原因必须使用Newtonsoft.Json,那么请查看forked版本的Unity。请注意,如果某些功能为u,则可能会发生崩溃
{"Items":[{"playerId":"1","playerLoc":"Powai"},{"playerId":"2","playerLoc":"Andheri"},{"playerId":"3","playerLoc":"Churchgate"}]}
public player[] playerInstance;
playerInstance = JsonHelper.FromJson<player>(serviceData);
using System;
[System.Serializable]
public class PlayerItem {
public string playerId;
public string playerLoc;
public string playerNick;
}
[
{
"type": "qrcode",
"symbol": [
{
"seq": 0,
"data": "HelloWorld9887725216",
"error": null
}
]
}
]
[System.Serializable]
public class QrCodeResult
{
public QRCodeData[] result;
}
[System.Serializable]
public class Symbol
{
public int seq;
public string data;
public string error;
}
[System.Serializable]
public class QRCodeData
{
public string type;
public Symbol[] symbol;
}
var myObject = JsonUtility.FromJson<QrCodeResult>("{\"result\":" + jsonString.ToString() + "}");
{
"Name": "MyName",
"Level": 4
}
public class Demo
{
public void ReadJSON()
{
string path = Application.streamingAssetsPath + "/Player.json";
string JSONString = File.ReadAllText(path);
Player player = JsonUtility.FromJson<Player>(JSONString);
Debug.Log(player.Name);
}
}
[System.Serializable]
public class Player
{
public string Name;
public int Level;
}
using System;
using Newtonsoft.Json;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
[Serializable]
public class Person
{
public string id;
public string name;
}
public Person[] person;
private void Start()
{
var myjson = JsonConvert.SerializeObject(person);
print(myjson);
}
}
using System;
using Newtonsoft.Json;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
[Serializable]
public class Person
{
public string id;
public string name;
}
public Person[] person;
private void Start()
{
var myjson = JsonHelper.ToJson(person);
print(myjson);
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class Player
{
public Vector3[] Position;
}
if ( _ispressed == true)
{
Player playerInstance = new Player();
playerInstance.Position = newPos;
string jsonData = JsonUtility.ToJson(playerInstance);
reference.Child("Position" + Random.Range(0, 1000000)).SetRawJsonValueAsync(jsonData);
Debug.Log(jsonData);
_ispressed = false;
}
[System.Serializable]
private struct JsonArrayWrapper<T> {
public T wrap_result;
}
public static T ParseJsonArray<T>(string json) {
var temp = JsonUtility.FromJson<JsonArrayWrapper<T>>("{\"wrap_result\":" + json + "}");
return temp.wrap_result;
}
string[] options = ParseJsonArray<string[]>(someArrayOfStringsJson);