public void OpenSerialize () { zip = new ZipFile(); zip.AlternateEncoding = System.Text.Encoding.UTF8; zip.AlternateEncodingUsage = ZipOption.Always; writerSettings = new JsonWriterSettings(); writerSettings.AddTypeConverter (new VectorConverter()); writerSettings.AddTypeConverter (new BoundsConverter()); writerSettings.AddTypeConverter (new LayerMaskConverter()); writerSettings.AddTypeConverter (new MatrixConverter()); writerSettings.AddTypeConverter (new GuidConverter()); writerSettings.AddTypeConverter (new UnityObjectConverter()); //writerSettings.DebugMode = true; writerSettings.PrettyPrint = settings.prettyPrint; meta = new GraphMeta(); }
public void OpenSerialize () { // Create a new zip file, here we will store all the data zip = new ZipFile(); zip.AlternateEncoding = System.Text.Encoding.UTF8; zip.AlternateEncodingUsage = ZipOption.Always; #if !ASTAR_NO_JSON // Add some converters so that we can serialize some Unity types writerSettings = new JsonWriterSettings(); writerSettings.AddTypeConverter (new VectorConverter()); writerSettings.AddTypeConverter (new BoundsConverter()); writerSettings.AddTypeConverter (new LayerMaskConverter()); writerSettings.AddTypeConverter (new MatrixConverter()); writerSettings.AddTypeConverter (new GuidConverter()); writerSettings.AddTypeConverter (new UnityObjectConverter()); writerSettings.PrettyPrint = settings.prettyPrint; #endif meta = new GraphMeta(); }