使用我在大学开发的DSML
对场景进行建模。现在可以将其导出为JSON
格式,示例如下:
{
"_entries": [
"g0"
],
"_flow": {
"g3": {
"_expr": [
{
"word_": "player",
"next_": [
{
"word_": "rebukes",
"next_": [
{
"word_": "jack"
}
]
}
]
}
]
},
"g4": {
"_expr": [
{
"word_": "player",
"next_": [
{
"word_": "supports",
"next_": [
{
"word_": "jack"
}
]
}
]
}
]
},
"g2": {
"_type": "cho",
"_paths": [
"g3",
"g4"
]
},
"g1": {
"_next": "g2",
"_expr": [
{
"word_": "player",
"next_": [
{
"word_": "goes to",
"next_": [
{
"word_": "jack"
}
]
}
]
}
]
},
"g0": {
"_next": "g1",
"_expr": [
{
"word_": "jack",
"next_": [
{
"word_": "bullies",
"next_": [
{
"word_": "jeff"
}
]
}
]
}
]
}
}
}
所以基本上JSON中可以声明多个流。 (每个条目都指向一个新流程的开头,只需看一下它,读取和理解它就相当容易了)。
现在我在Unity3D
中导入这个JSON文件,我想用C#
解析它,并将游戏基于此JSON文件中声明的内容。我很擅长使用Unity,C#和JSON,这种JSON格式与大多数教程解释的完全不同。我无法理解这一点。
答案 0 :(得分:5)
您可以使用以下数据结构对此进行建模:
[DataContract]
public class Data
{
[DataMember(Name = "_entries")]
public string[] Entries { get; set; }
[DataMember(Name = "_flow")]
public IDictionary<string, Flow> Flow { get; set; }
}
[DataContract]
public class Flow
{
[DataMember(Name = "_expr")]
public Expression[] Expressions { get; set; }
}
[DataContract]
public class Expression
{
[DataMember(Name = "word_")]
public string Word { get; set; }
[DataMember(Name = "next_")]
public Expression[] Next { get; set; }
}
然后使用JSON.NET
轻松地将JSON字符串反序列化为此结构:
string json = ...
Data data = JsonConvert.DeserializeObject<Data>(json);