private string GetJsonDataByLitJson() { JsonData result = new JsonData(); var data = itemsApp.GetList(); var detailsData = itemsDetailApp.GetList();//获取所有数据 JsonData resultArr = new JsonData(); //遍历分组 foreach (var item in data) { JsonData itemJd = new JsonData(); itemJd["key"] = item.F_EnCode; //在所有数据中查找f_itemid==item.key的数据 JsonData itemAddJd = new JsonData(); itemAddJd.Add(null); itemAddJd.Clear(); foreach (var details in detailsData.Where(d => d.F_ItemId == item.F_Id)) { JsonData itemDetailJD = new JsonData(); itemDetailJD["Id"] = details.F_Id; itemDetailJD["Code"] = details.F_ItemCode; itemDetailJD["Name"] = details.F_ItemName; itemAddJd.Add(itemDetailJD); } itemJd["value"] = itemAddJd; resultArr.Add(itemJd); } result["DictionaryJsonV1"] = resultArr; return(JsonMapper.ToJson(result)); }
//This method is run first in the Procedural Engine initial setup public CrewMember ChooseCulprit() { // For the vertical slice of our game there can only be two possible Culprits (First Mate or Pilot). So we limit the choices to those // two here in this function. The values passed in here is the ID value that corresponds to each crew member in the JSON File crew.json // For culprit, the ID's are 3 and 5 JsonData culpritData = JsonMapper.ToObject(crewFinal.text); //int randomID = Random.Range (0, 6); int randomID = ChooseID(3, 5); CrewMember void_Culprit = new CrewMember(); // Assign the randomID to _culpritID to ensure that we have an ID to check against void_Culprit.ID = randomID; // Assign the Title property of void_Culprit by drilling into the JsonData Object and extracting the "Title" entry for our random crew member void_Culprit.Title = culpritData["Crew"][randomID]["Title"].ToString(); // This is the Culprit so we set it's bool of isCulprit to true void_Culprit.IsCulprit = true; // Clear the JsonData object culpritData.Clear(); // Remove the culprit from the _crewMembers List _crewMembers.Remove(void_Culprit.Title); // Return the CrewMember object that holds the culprit's data return(void_Culprit); }
// /// <summary> /// 通过版本进行实例化。 /// </summary> /// <param name="version"></param> public MinecraftStartHelper(string version) { verList = new List <MinecraftVersion>(); libs = new List <Library>(); var version2 = version; var jsonText = new StreamReader(NativePath + "\\versions\\" + version2 + "\\" + version2 + ".json").ReadToEnd(); JsonData json = JsonMapper.ToObject(jsonText); MinecraftVersion mv = JsonMapper.ToObject <MinecraftVersion>(jsonText); this.mainClass = json["mainClass"].ToString(); verList.Add(mv); if (json.Keys.Contains("inheritsFrom")) { this.isOriginal = true; } while (json.Keys.Contains("inheritsFrom")) { version2 = json["inheritsFrom"].ToString(); jsonText = new StreamReader(NativePath + "\\versions\\" + version2 + "\\" + version2 + ".json").ReadToEnd(); json.Clear(); json = JsonMapper.ToObject(jsonText); mv = JsonMapper.ToObject <MinecraftVersion>(jsonText); verList.Add(mv); }//把所有层次版本搞出来 foreach (MinecraftVersion item in verList) { libs.AddRange(item.libraries); } this.getLatestLibFromLibList(); }
public CrewMember ChooseVictim() { // For the vertical slice of our game there can only be two possible Victims (Engineer and Cook). So we limit the choices to those // two here in this function. The values passed in here is the ID value that corresponds to each crew member in the JSON File crew.json // The ID's are 1 and 2 JsonData victimData = JsonMapper.ToObject(crewFinal.text); // int randomID = Random.Range (0, 6); int randomID = ChooseID(1, 2); // We would need to include a check here if we were to open the game up to randomly choose a victim from the // entire crew list. The check would ensure that the same ID as _culpritID is not assigned CrewMember void_Victim = new CrewMember(); void_Victim.Title = victimData["Crew"][randomID]["Title"].ToString(); // Assign the chosen Victim's Title to _victimTitle. This will be used to find the appropriate Location in the json file. //void_Victim.title = _victimTitle; // Clear the JsonData Object victimData.Clear(); // Remove the Victim from the _crewMembers List _crewMembers.Remove(void_Victim.Title); // Return the CrewMember object that holds the victim's data return(void_Victim); }
/// <summary> /// 清理数据文件 /// </summary> internal void ClearData() { ExcelData.Clear(); JsonData.Clear(); TemplateData.Clear(); MultipleJsonData.Clear(); MultipleTemplateData.Clear(); ErrorLog.Clear(); }
public override void save(string path) { if (m_PreRoot.Count > 0) { throw new Exception(m_PreRoot.Count.ToString()); } File.WriteAllText(path, JsonMapper.ToJson(m_Root), Encoding.UTF8); m_Root.Clear(); this.clear(); }
/// <summary> /// 更新数据 /// </summary> /// <param name="key"></param> /// <param name="data"></param> public static void UpdateData(string key, List <string> data) { if (data != null && data.Count > 0) { JsonData jsonData = Config[key]; jsonData.Clear(); foreach (var item in data) { jsonData.Add(item); } } }
void SpawnClues(string cName, int rating) { // There are 3 possible entries right now for each clue owner. int NUMBER_OF_OWNERS = 3; // Select the index we will use to select the first possible clue owner of this clue int firstClueOwnerIndex = Random.Range(0, NUMBER_OF_OWNERS); int secondClueOwnerIndex; // Choose the second index to use for selecting the second clue Owner of this clue do { secondClueOwnerIndex = Random.Range(0, NUMBER_OF_OWNERS); } while (secondClueOwnerIndex == firstClueOwnerIndex); // Create the JSON object to hold the clues Descriptions JsonData descriptionData = JsonMapper.ToObject(clueDescriptionsFinal.text); JsonData clueOwnerData = JsonMapper.ToObject(cluePossibleOwnersFinal.text); int spawnIndex = Random.Range(0, spawnPoints.Count); GameObject tGO = Instantiate(Resources.Load(cName, typeof(GameObject)) as GameObject, spawnPoints[spawnIndex].position, Quaternion.identity); tGO.name = cName; tGO.AddComponent <ClueItem>(); tGO.GetComponent <ClueItem>().Rating = rating; tGO.GetComponent <ClueItem>().ItemName = cName; tGO.GetComponent <ClueItem>().Description = descriptionData["Clues"][cName][0].ToString(); tGO.GetComponent <ClueItem>().ClueOwner1 = clueOwnerData["Clues"][MurderLocation][MurderMethod][cName][firstClueOwnerIndex].ToString(); tGO.GetComponent <ClueItem>().ClueOwner2 = clueOwnerData["Clues"][MurderLocation][MurderMethod][cName][secondClueOwnerIndex].ToString(); tGO.GetComponent <ClueItem>().Location = spawnPoints[spawnIndex].GetComponent <SpawnPoint>().Location; // Position this clue to it's correct Position PositionClue(tGO); // Make the clue a child of the Ship Object tGO.transform.SetParent(shipTransform); // Check if the spawnPoint chosen has a ClueHolder script if (IsClueHolderObject(spawnPoints[spawnIndex])) { // Assign the ClueHolder clue field to match this specific clue Item spawnPoints[spawnIndex].parent.GetComponent <ClueHolder>().clue = tGO.GetComponent <ClueItem>(); } // Remove the spawnPoint used from the List of usable spawnPoints spawnPoints.RemoveAt(spawnIndex); // Clear the JSONData Object descriptionData.Clear(); clueOwnerData.Clear(); }
JsonData returnFeiji(int count) { if (handCardsJson.Count < lastCardsCount || lastCardsCount < 6) { return(null); } int seqLen = lastCardsCount / 3; //起始点为lastMinLev+1 int len = 0; int i = 0; if (this.seqStartLev > lastMinLev) { i = seqStartLev + count; } else { i = lastMinLev + 1 + count; } JsonData result = new JsonData(); for (; i < 12; i++) { if (levelCardsDic.ContainsKey(i) && levelCardsDic[i].Count >= 3) { if (len == 0) { seqStartLev = i; } len++; //取最小3张牌 for (int j = levelCardsDic [i].Count - 1; j >= levelCardsDic [i].Count - 3; j--) { JsonData data = levelCardsDic [i] [j]; result.Add(data); } if (len >= seqLen) { return(sortJsonData(result)); } } else { len = 0; result.Clear(); } } seqStartLev = 0; return(null); }
//ChooseMethod chooses the Murder method based on what the location is. public string ChooseMethod(string location) { JsonData methodData = JsonMapper.ToObject(methodsFinal.text); // Pick a random number between 0 an 1 because right now each room only has two possible methods int index = ChooseID(0, 1); // TODO Review this. Is this a modular approach to picking methods based off of the location room chosen? string method = methodData["Location"][_murderLocation][0].ToString(); // Clear the JsonData Object methodData.Clear(); return(method); }
public virtual void OnDestroy() { _shopReady = false; if (_JsonProductInfo != null) { _JsonProductInfo.Clear(); } if (_DicProduct != null) { _DicProduct.Clear(); } }
public void PropertiesOrderTest() { JsonData data = new JsonData(); string json = "{\"first\":\"one\",\"second\":\"two\",\"third\":\"three\",\"fourth\":\"four\"}"; for (int i = 0; i < 10; i++) { data.Clear(); data["first"] = "one"; data["second"] = "two"; data["third"] = "three"; data["fourth"] = "four"; Assert.AreEqual(json, data.ToJson()); } }
//返回顺子 JsonData returnShunzi(int count) { if (handCardsJson.Count < lastCardsCount && lastCardsCount < 5) { return(null); } //起始点为lastMinLev+1 JsonData result = new JsonData(); int len = 0; int i = 0; if (this.seqStartLev > lastMinLev) { i = seqStartLev + count; } else { i = lastMinLev + 1 + count; } for (; i < 12; i++) { if (levelCardsDic.ContainsKey(i)) { if (len == 0) { seqStartLev = i; } len++; //取最小牌 JsonData data = levelCardsDic [i] [levelCardsDic [i].Count - 1]; result.Add(data); if (len >= lastCardsCount) { return(sortJsonData(result)); } } else { len = 0; result.Clear(); } } seqStartLev = 0; return(null); }
public string ChooseLocation() { JsonData locationData = JsonMapper.ToObject(locationsFinal.text); // For now only two rooms are available and they are the only entry located on either the Cook or the Engineer in the json file. // so randomRoomID will equal 0 int randomRoomID = 0; // Return the location found according to the value stored in _victimTitle; //string location = locationData ["Victim"] [0] ["Engineer"] [0].ToString(); string location = locationData["Victim"][_victim.Title][randomRoomID].ToString(); // Clear the JsonData Object locationData.Clear(); return(location); }
private JsonData GetChild(List <AreaEntity> data, string F_Id) { var childData = data.Where(t => t.F_ParentId == F_Id); JsonData arrChild = new JsonData(); arrChild.Add(null); arrChild.Clear(); foreach (var citem in childData) { JsonData Child = new JsonData(); Child["id"] = citem.F_Id; Child["text"] = citem.F_FullName; Child["layer"] = citem.F_Layers; Child["children"] = GetChild(data, citem.F_Id); arrChild.Add(Child); } return(arrChild); }
public ActionResult GetTreeSelectJson(string enCode) { JsonData r = new JsonData(); r.Add(null); r.Clear(); var data = itemsDetailApp.GetItemList(enCode); foreach (ItemsDetailEntity item in data) { JsonData boot = new JsonData(); boot["id"] = item.F_ItemName; boot["text"] = item.F_ItemName; boot["elment"] = item.F_ItemName; r.Add(boot); } return(Content(JsonMapper.ToJson(r))); }
private void button2_Click(object sender, EventArgs e) { JsonData data = new JsonData(); string json = "{\"first\":\"one\",\"second\":\"two\"," + "\"third\":\"three\",\"fourth\":\"four\"}"; for (int i = 0; i < 10; i++) { data.Clear(); data["first"] = "one"; data["second"] = "two"; data["third"] = "three"; data["fourth"] = "four"; json += data.ToJson(); } }
public void LoadNoteData(string filePath) { TextAsset textAsset = Resources.Load("Data/Notes/" + filePath) as TextAsset; TextReader textReader = new StringReader(textAsset.text); //FileStream file = new FileStream("./note.json", FileMode.Open); //StreamReader reader = new StreamReader(file); if (m_noteData != null) { m_noteData.Clear(); } m_noteData = JsonMapper.ToObject(textAsset.text); //m_noteData = JsonMapper.ToObject(reader.ReadToEnd()); m_bpm = (int)m_noteData["BPM"]; m_maxBeat = (int)m_noteData["MaxBeat"]; m_noteCount = (int)m_noteData["NoteCount"]; }
public ActionResult GetTreeSelectJson3() { OperatorModel op = OperatorProvider.Provider.GetCurrent(); List <AreaEntity> data = areaApp.GetList(); var treeList = new List <TreeSelectModel>(); if (string.IsNullOrEmpty(op.F_Area) || op.F_Area.Contains("上海市")) { foreach (AreaEntity item in data) { TreeSelectModel treeModel = new TreeSelectModel(); treeModel.id = item.F_Id; treeModel.text = item.F_FullName; treeModel.parentId = item.F_ParentId; treeList.Add(treeModel); } return(Content(treeList.TreeSelectJson2())); } else { JsonData r = new JsonData(); r.Add(null); r.Clear(); foreach (AreaEntity item in data) { if (op.F_Area.Contains(item.F_FullName)) { JsonData boot = new JsonData(); boot["id"] = item.F_FullName; boot["text"] = item.F_FullName; boot["elment"] = item.F_FullName; r.Add(boot); } } return(Content(JsonMapper.ToJson(r))); } }
public ActionResult GetTreeSelectJson1() { JsonData r = new JsonData(); r.Add(null); r.Clear(); var data = areaApp.GetList(); var treeList = new List <TreeSelectModel>(); var BootData = data.Where(t => t.F_ParentId == "0"); foreach (AreaEntity item in BootData) { JsonData boot = new JsonData(); boot["id"] = item.F_FullName; boot["text"] = item.F_FullName; boot["elment"] = item.F_FullName; var childData = data.Where(t => t.F_ParentId == item.F_Id); JsonData arrChild = new JsonData(); arrChild.Add(null); arrChild.Clear(); foreach (var citem in childData) { JsonData Child = new JsonData(); Child["id"] = citem.F_FullName; Child["text"] = citem.F_FullName; Child["elment"] = citem.F_FullName; arrChild.Add(Child); } boot["children"] = arrChild; r.Add(boot); } return(Content(JsonMapper.ToJson(r))); }
void Start() { socket = Socket.Connect(serverUrl); socket.On("getq", (string data) => { //Debug.Log(data); quart = JsonMapper.ToObject(data); player.GetComponent <CapsuleManager>().rotate(float.Parse(quart["roll"].ToString()), float.Parse(quart["pitch"].ToString()), float.Parse(quart["yaw"].ToString())); //player.GetComponent<CapsuleManager>().walk(float.Parse(quart[1]["x"].ToString()), float.Parse(quart[1]["y"].ToString()), float.Parse(quart[1]["z"].ToString())); quart.Clear(); }); socket.On("walk", (string data) => { Debug.Log(data); player.transform.Translate(120, 0, 0); //walks = data; }); socket.On("navigate", (string data) => { Debug.Log(data); player.GetComponent <pathFind>().root = int.Parse(data); //walks = data; }); /*socket.On("geto", (string data) => { * Debug.Log(data); * accer = JsonMapper.ToObject(data); * float x = float.Parse(accer[0]["vx"].ToString()); * float y = float.Parse(accer[0]["vy"].ToString()); * player.GetComponent<CapsuleManager>().LocSet(x, y); * });*/ }
private void CopyJsonData() { //重新绑定引用(更换attachment之后顶点动画引用丢失的情况) //1.把当前装备所替换的attachment保存起来,再分别找到各个attachment在当前装备json中的顶点动画数据。 //2.把各个attachment的顶点动画数据复制到roleJson中。 //3.利用新的roleJson生成新的动画并和新的attachment进行绑定。(可以用litjson插件替换json里面的数据) while (true) { lock (lockd) { isFinshedThread = false; Dictionary <string, JsonData> dic = new Dictionary <string, JsonData> (); JsonData allDataFromEquipment = JsonMapper.ToObject(equipmentJson); JsonData animDataFromEquipment = allDataFromEquipment.TryGetData("animations"); string[] animNamesFromEquipment = new string[animDataFromEquipment.Count]; animDataFromEquipment.Keys.CopyTo(animNamesFromEquipment, 0); //1.先从当前装备的json中拿出来 for (int i = 0; i < slotAttachmentNameList.Count; i++) { for (int j = 0; j < animDataFromEquipment.Count; j++) { JsonData deformData = animDataFromEquipment[j].TryGetData("deform"); if (null != deformData) { JsonData slotData = deformData.TryGetData(SpineConstValue.defaultSkinName).TryGetData(slotAttachmentNameList[i].Split('$') [0]); if (null != slotData) { JsonData attachmentData = slotData.TryGetData(slotAttachmentNameList[i].Split('$') [1]); dic.Add(animNamesFromEquipment[j] + "$deform$" + SpineConstValue.defaultSkinName + "$" + slotAttachmentNameList[i].Split('$') [0] + "$" + slotAttachmentNameList[i].Split('$') [1], attachmentData); } } } } //2.重新组装到roleJson中 JsonData allDataFromRoleJson = JsonMapper.ToObject(animationData.roleJsonStr); foreach (KeyValuePair <string, JsonData> keyValue in dic) { JsonData animsData = allDataFromRoleJson.TryGetData("animations"); string[] keys = keyValue.Key.Split('$'); int length = keys.Length; if (null != animsData) { for (int i = 0; i < length; i++) { animsData = animsData.TryGetData(keys[i]); if (null != animsData) { if (i >= length - 1) { //string newJsonStr = keyValue.Value.ToJson ().Substring (1, keyValue.Value.ToJson ().Length - 2); animsData.Clear(); for (int j = 0; j < keyValue.Value.Count; j++) { animsData.Add(keyValue.Value[j]); } //animsData.Add (keyValue.Value.TryGetData()); } continue; } else { break; } } } } //3.刷新json animationData.roleJsonStr = allDataFromRoleJson.ToJson(); isFinshedThread = true; break; } } }
/// <summary> /// 清空所有配置项。 /// </summary> public void RemoveAllSettings() { m_PlayerPrefs.Clear(); }
public static void Clear(JsonData m_JsonData) { m_JsonData.Clear(); }
public ChartManager ClearChartListCache() { chartListJsonData.Clear(); return(this); }
public void Clear() { mJsonData.Clear(); }
//返回飞机带对子 JsonData returnFeijiTakeDuizi(int count) { if (handCardsJson.Count < lastCardsCount || lastCardsCount < 10) { return(null); } //连续长度 int seqLen = lastCardsCount / 5; //copy对象 Dictionary <int, JsonData> cardsLevDic = new Dictionary <int, JsonData> (this.levelCardsDic); int len = 0; int ii = 0; if (this.seqStartLev > lastMinLev) { ii = seqStartLev + count; } else { ii = lastMinLev + 1 + count; } JsonData result = new JsonData(); result.SetJsonType(JsonType.Array); JsonData keyResult = new JsonData(); for (; ii < 12; ii++) { if (cardsLevDic.ContainsKey(ii) && cardsLevDic[ii].Count >= 3) { if (len == 0) { seqStartLev = ii; } len++; //取最小3张牌 for (int j = cardsLevDic [ii].Count - 1; j >= cardsLevDic [ii].Count - 3; j--) { JsonData data = cardsLevDic [ii] [j]; result.Add(data); } keyResult.Add(ii); if (len >= seqLen) { sortJsonData(result); //删除取出的牌 for (int k = 0; k < keyResult.Count; k++) { cardsLevDic.Remove((int)keyResult [k]); } break; } } else { len = 0; result.Clear(); keyResult.Clear(); } } if (len < seqLen) { len = 0; seqStartLev = 0; result.Clear(); keyResult.Clear(); } //从剩下的牌里抽取N张最小的牌 if (result.Count > 0) { //检查对子 if (typeLevelsDic.ContainsKey(CardsType.Duizi) && seqLen > 0) { for (int i = typeLevelsDic[CardsType.Duizi].Count - 1; i >= 0; i--) { int lev = typeLevelsDic [CardsType.Duizi] [i]; JsonData duizi = cardsLevDic [lev]; for (int k = 0; k < duizi.Count; k++) { result.Add(duizi [k]); } seqLen--; if (seqLen <= 0) { return(sortJsonData(result)); } } } //检查三张 if (typeLevelsDic.ContainsKey(CardsType.Three) && seqLen > 0) { for (int i = typeLevelsDic[CardsType.Three].Count - 1; i >= 0; i--) { int lev = typeLevelsDic [CardsType.Three] [i]; JsonData three = cardsLevDic [lev]; for (int k = three.Count - 1; k >= 1; k--) { result.Add(three [k]); } seqLen--; if (seqLen <= 0) { return(sortJsonData(result)); } } } } return(null); }
/// <summary> /// 获取微信用户基本信息 /// API参考:https://mp.weixin.qq.com/wiki/14/bb5031008f1494a59c6f71fa0f319c66.html /// </summary> /// <param name="wxUsers"></param> public static void RefreshWxUserInfo(List <WeChatUser> wxUsers) { string wxUserInfoAPI = string.Format(@"https://api.weixin.qq.com/cgi-bin/user/info/batchget?access_token={0}", WxJSAPI.GetAccessToken()); string recvMsg; JsonData jUserList = new JsonData(), jUserInfoList = new JsonData(), jUser; jUserList["user_list"] = new JsonData(); for (int i = 0; i < wxUsers.Count; i++) { jUser = new JsonData(); jUser["openid"] = wxUsers[i].OpenID; jUserList["user_list"].Add(jUser); //一次最多拉取100个用户的微信信息 if (jUserList["user_list"].Count == 100 || i == (wxUsers.Count - 1)) { recvMsg = HttpService.Post(jUserList.ToJson(), wxUserInfoAPI, false, Config.WeChatAPITimeout); jUserInfoList = JsonMapper.ToObject(recvMsg); //用获取的信息刷新形参 if (jUserInfoList != null && jUserInfoList.Keys.Contains("user_info_list") && jUserInfoList["user_info_list"].IsArray) { //遍历拉取的微信用户JSON消息包,并刷新形参 for (int j = 0; j < jUserInfoList["user_info_list"].Count; j++) { if (jUserInfoList["user_info_list"][j].Keys.Contains("subscribe") && jUserInfoList["user_info_list"][j].Keys.Contains("openid")) { WeChatUser user = wxUsers.Find(wxUser => { if (wxUser.OpenID == jUserInfoList["user_info_list"][j]["openid"].ToString()) { return(true); } return(false); }); if (user != default(WeChatUser)) { //此用户关注公众号,则返回详细信息 if (jUserInfoList["user_info_list"][j]["subscribe"].ToString() == "1") { user.IsSubscribe = true; user.NickName = jUserInfoList["user_info_list"][j].Keys.Contains("nickname") ? jUserInfoList["user_info_list"][j]["nickname"].ToString() : user.NickName; user.Sex = jUserInfoList["user_info_list"][j].Keys.Contains("sex") ? (jUserInfoList["user_info_list"][j]["sex"].ToString() == "1" ? true : false) : user.Sex; user.Country = jUserInfoList["user_info_list"][j].Keys.Contains("country") ? jUserInfoList["user_info_list"][j]["country"].ToString() : user.Country; user.Province = jUserInfoList["user_info_list"][j].Keys.Contains("province") ? jUserInfoList["user_info_list"][j]["province"].ToString() : user.Province; user.City = jUserInfoList["user_info_list"][j].Keys.Contains("city") ? jUserInfoList["user_info_list"][j]["city"].ToString() : user.City; user.HeadImgUrl = jUserInfoList["user_info_list"][j].Keys.Contains("headimgurl") ? jUserInfoList["user_info_list"][j]["headimgurl"].ToString() : user.HeadImgUrl; user.UnionID = jUserInfoList["user_info_list"][j].Keys.Contains("unionid") ? jUserInfoList["user_info_list"][j]["unionid"].ToString() : user.UnionID; } else { user.IsSubscribe = false; user.UnionID = jUserInfoList["user_info_list"][j].Keys.Contains("unionid") ? jUserInfoList["user_info_list"][j]["unionid"].ToString() : user.UnionID; } } } } } jUserList.Clear(); } } }
public void CleanJson() { jsonData.Clear(); Debug.Log("清空存档文件"); }