public static void HandRegisterd() { ZeroFormatterInitializer.Register(); // call before hand register. Formatter.RegisterDictionary <DefaultResolver, int, int>(); Formatter.RegisterDictionary <DefaultResolver, string, string>(); Formatter.RegisterDictionary <DefaultResolver, int, string>(); Formatter.RegisterLazyDictionary <DefaultResolver, int, int>(); Formatter.RegisterLazyDictionary <DefaultResolver, string, string>(); Formatter.RegisterLazyDictionary <DefaultResolver, int, string>(); Formatter.RegisterList <DefaultResolver, int?>(); Formatter.RegisterList <DefaultResolver, double>(); Formatter.RegisterList <DefaultResolver, double?>(); Formatter.RegisterList <DefaultResolver, string>(); Formatter.RegisterLookup <DefaultResolver, bool, int>(); Formatter.RegisterLookup <DefaultResolver, int, int>(); Formatter.RegisterLazyLookup <DefaultResolver, bool, int>(); Formatter.RegisterLazyLookup <DefaultResolver, int, int>(); var structFormatter = new ZeroFormatter.DynamicObjectSegments.UnityEngine.Vector3Formatter <DefaultResolver>(); ZeroFormatter.Formatters.Formatter <DefaultResolver, global::UnityEngine.Vector3> .Register(structFormatter); Formatter.RegisterArray <DefaultResolver, UnityEngine.Vector3>(); Formatter.RegisterArray <DefaultResolver, Sandbox.Shared.IStandardUnion>(); Formatter.RegisterArray <DefaultResolver, Sandbox.Shared.StandardEnum>(); Formatter.RegisterList <DefaultResolver, Sandbox.Shared.StandardEnum>(); Formatter.RegisterCollection <DefaultResolver, Sandbox.Shared.StandardEnum, List <Sandbox.Shared.StandardEnum> >(); }
public static void HandRegisterd() { Formatter.RegisterDictionary <int, int>(); Formatter.RegisterDictionary <string, string>(); Formatter.RegisterDictionary <int, string>(); Formatter.RegisterLazyDictionary <int, int>(); Formatter.RegisterLazyDictionary <string, string>(); Formatter.RegisterLazyDictionary <int, string>(); Formatter.RegisterList <int?>(); Formatter.RegisterList <double>(); Formatter.RegisterList <double?>(); Formatter.RegisterList <string>(); Formatter.RegisterLookup <bool, int>(); Formatter.RegisterLookup <int, int>(); Formatter.RegisterLazyLookup <bool, int>(); Formatter.RegisterLazyLookup <int, int>(); var structFormatter = new ZeroFormatter.DynamicObjectSegments.UnityEngine.Vector3Formatter(); ZeroFormatter.Formatters.Formatter <global::UnityEngine.Vector3> .Register(structFormatter); Formatter.RegisterArray <UnityEngine.Vector3>(); }