遵循有关如何使用protobuf-net和Protobuf-net以及Unity3D类型序列化不可变的封闭类型的答案之后,我尝试实现可处理UnityEngine的Vector3容器的序列化程序,其中唯一重要的值是Vector3.x,Vector3。 y和Vector3.z:
使用以下TypeModel:
serializer = TypeModel.Create();
serializer.UseImplicitZeroDefaults = false;
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然后,我尝试了两种不同的方法,分别为Vector3添加协议定义。明确的定义:
serializer.Add(typeof(Vector3), false).Add(1, "x").Add(2, "y").Add(3, "z");
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并使用代理:
serializer.Add(typeof(Vector3), false).SetSurrogate(typeof(SurrogateVector3));
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与代理类:
[ProtoContract]
public sealed class SurrogateVector3
{
[ProtoMember(1)]
float x;
[ProtoMember(2)]
float y;
[ProtoMember(3)]
float z;
public SurrogateVector3()
{}
public SurrogateVector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public static implicit operator Vector3(SurrogateVector3 v)
{
return new Vector3(v.x, v.y, v.z);
}
public static implicit operator SurrogateVector3(Vector3 v)
{ …Run Code Online (Sandbox Code Playgroud) c# serialization protocol-buffers protobuf-net unity-game-engine