Пример #1
0
        public override fsResult TrySerialize(object instance, out fsData serialized, Type storageType)
        {
            // 传进来的serialized 直接赋值一个Dict
            serialized = fsData.CreateDictionary();
            var result = fsResult.Success;

            // Serializer.Config 就是一些配置
            fsMetaType metaType = fsMetaType.Get(Serializer.Config, instance.GetType());

            metaType.EmitAotData();

            //PARADOXNOTION ADDITION
            object defaultInstance = null;

            //Dont do this for UnityObject. While there is fsUnityObjectConverter, this converter is also used as override,
            //when serializing a UnityObject directly.
            if (fsGlobalConfig.SerializeDefaultValues == false && !(instance is UnityEngine.Object))
            {
                defaultInstance = metaType.CreateInstance();
            }
            //

            for (int i = 0; i < metaType.Properties.Length; ++i)
            {
                fsMetaProperty property = metaType.Properties[i];
                // 不可读的跳过
                if (property.CanRead == false)
                {
                    continue;
                }

                // 如果是不存储默认值的情况
                //PARADOXNOTION ADDITION
                if (fsGlobalConfig.SerializeDefaultValues == false && defaultInstance != null)
                {
                    if (Equals(property.Read(instance), property.Read(defaultInstance)))
                    {
                        continue;
                    }
                }
                //

                fsData serializedData;

                // property.Read(instance) 理解为从某一个实例读取某一个属性,字段值
                var itemResult = Serializer.TrySerialize(property.StorageType, property.OverrideConverterType,
                                                         property.Read(instance), out serializedData);
                result.AddMessages(itemResult);
                if (itemResult.Failed)
                {
                    continue;
                }

                serialized.AsDictionary[property.JsonName] = serializedData;
            }

            return(result);
        }
Пример #2
0
        public override fsResult TrySerialize(object instance, out fsData serialized, Type storageType)
        {
            serialized = fsData.CreateDictionary();
            var result = fsResult.Success;

            fsMetaType metaType = fsMetaType.Get(Serializer.Config, instance.GetType());

            metaType.EmitAotData();

            var defaultInstance = metaType.CreateInstance();

            for (int i = 0; i < metaType.Properties.Length; ++i)
            {
                fsMetaProperty property = metaType.Properties[i];
                if (property.CanRead == false)
                {
                    continue;
                }

                if (fsGlobalConfig.SerializeDefaultValues == false)
                {
                    if (Equals(property.Read(instance), property.Read(defaultInstance)))
                    {
                        continue;
                    }
                }

                fsData serializedData;

                var itemResult = Serializer.TrySerialize(property.StorageType, property.OverrideConverterType,
                                                         property.Read(instance), out serializedData);
                result.AddMessages(itemResult);
                if (itemResult.Failed)
                {
                    continue;
                }

                serialized.AsDictionary[property.JsonName] = serializedData;
            }

            return(result);
        }
        public override fsResult TrySerialize(object instance, out fsData serialized, Type storageType)
        {
            serialized = fsData.CreateDictionary();
            var result = fsResult.Success;

            fsMetaType metaType = fsMetaType.Get(Serializer.Config, instance.GetType());

            //Dont do this for UnityObject. While there is fsUnityObjectConverter, this converter is also used as override,
            //when serializing a UnityObject directly.
            object defaultInstance = null;

            if (fsGlobalConfig.SerializeDefaultValues == false && !(instance is UnityEngine.Object))
            {
                defaultInstance = metaType.CreateInstance();
            }

            for (int i = 0; i < metaType.Properties.Length; ++i)
            {
                fsMetaProperty property = metaType.Properties[i];

                if (fsGlobalConfig.SerializeDefaultValues == false && defaultInstance != null)
                {
                    if (Equals(property.Read(instance), property.Read(defaultInstance)))
                    {
                        continue;
                    }
                }

                fsData serializedData;

                var itemResult = Serializer.TrySerialize(property.StorageType, null, property.Read(instance), out serializedData);
                result.AddMessages(itemResult);
                if (itemResult.Failed)
                {
                    continue;
                }

                serialized.AsDictionary[property.JsonName] = serializedData;
            }

            return(result);
        }
Пример #4
0
        public override object CreateInstance(fsData data, Type storageType)
        {
            fsMetaType metaType = fsMetaType.Get(Serializer.Config, storageType);

            return(metaType.CreateInstance());
        }