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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System.IO;
- using DataModels;
- public class UnityExample : MonoBehaviour
- {
- public override void Start()
- {
- // Create fake data to serialize
- EntityStateList entityStateList = new EntityStateList();
- entityStateList.serializableItems = new Dictionary<int, EntityState>();
- EntityState entityState = new EntityState();
- for (int i = 0; i < 5; i++)
- {
- entityState = new EntityState();
- entityState.id = i;
- entityState.name = "EntityState_" + i;
- entityState.hp = i * 100;
- entityState.position = new MyVector3(1f, 2f, 3f);
- entityState.rotation = new MyQuaternion(1f, 2f, 3f, 4f);
- entityStateList.serializableItems.Add(i, entityState);
- }
- // Serialize the above data!
- ModelSerializer mySerializer = new ModelSerializer();
- MemoryStream memoryStream = new MemoryStream();
- mySerializer.Serialize(memoryStream, entityStateList);
- string serializedStr = System.Convert.ToBase64String(memoryStream.ToArray());
- Debug.Log("SERIALIZED OBJECT " + serializedStr);
- // Deserialize the data
- MemoryStream stream = new MemoryStream(System.Convert.FromBase64String(serializedStr));
- EntityStateList deserializedEntityList = new EntityStateList();
- mySerializer.Deserialize(stream, deserializedEntityList, typeof(EntityStateList));
- foreach (EntityState deserializedEntityState in deserializedEntityList.serializableItems.Values)
- {
- Debug.Log("id=" + deserializedEntityState.id);
- Debug.Log("name :" + deserializedEntityState.name);
- Debug.Log("hp=" + deserializedEntityState.hp);
- Debug.Log("position=" + deserializedEntityState.position);
- Debug.Log("rotation=" + deserializedEntityState.rotation);
- Debug.Log("");
- }
- }
- }
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