我想问一些事情。我正在制作一个游戏,我正试图像收获月亮一样保存和加载游戏数据,但我得到了这个错误。我在谷歌搜索过这种错误,但我不知道如何解决它。这是我的代码。
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class gameController : MonoBehaviour {
public static gameController control;
public basicskill bs;
// Use this for initialization
void Awake () {
if(control == null)
{
DontDestroyOnLoad(gameObject);
control = this;
}
else if(control != this)
{
Destroy(gameObject);
}
}
void OnGUI(){
GUI.Label (new Rect (10, 10, 100, 30), "Health: " + bs.charPrince.health);
GUI.Label (new Rect (10, 40, 140, 30), "Experience: " + bs.charPrince.exp);
}
public void Save(){
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Create (Application.persistentDataPath + "/playerInfo.dat");
Prince data = new Prince ();
data.name = bs.charPrince.name;
data.birthday = bs.charPrince.birthday;
data.hadapAtas = bs.charPrince.hadapAtas;
data.hadapKanan = bs.charPrince.hadapKanan;
data.locationY = bs.charPrince.locationY;
data.locationX = bs.charPrince.locationX;
data.exp = bs.charPrince.exp;
data.health = bs.charPrince.health;
bf.Serialize (file, data);
file.Close ();
}
public void Load(){
if(File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
Prince data = (Prince)bf.Deserialize(file);
file.Close();
bs.charPrince.name = data.name;
bs.charPrince.birthday = data.birthday ;
bs.charPrince.hadapAtas = data.hadapAtas ;
bs.charPrince.hadapKanan = data.hadapKanan;
bs.charPrince.locationY = data.locationY;
bs.charPrince.locationX = data.locationX;
bs.charPrince.exp = data.exp;
bs.charPrince.health = data.health;
}
}
// Update is called once per frame
void Update () {
}
}
从上面的代码中,我收到了错误
SerializationException:类型UnityEngine.GameObject未标记为 序列化。 System.Runtime.Serialization.Formatters.Binary.BinaryCommon.CheckSerializable (System.Type类型,ISurrogateSelector选择器,StreamingContext 上下文) /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryCommon.cs:119) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteValue (System.IO.BinaryWriter writer,System.Type valueType,System.Object val)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:732) Prince__TypeMetadata.WriteObjectData (System.Runtime.Serialization.Formatters.Binary.ObjectWriter, System.IO.BinaryWriter,System.Object) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject (System.IO.BinaryWriter writer,Int64 id,System.Object obj)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:360) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance (System.IO.BinaryWriter writer,System.Object obj,Boolean isValueObject)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:293) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects (System.IO.BinaryWriter writer)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:271) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph (System.IO.BinaryWriter writer,System.Object obj, System.Runtime.Remoting.Messaging.Header [] headers)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:256) System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream,System.Object图, System.Runtime.Remoting.Messaging.Header [] headers)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:232) System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream,System.Object图)(at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:211) gameController.Save()(在Assets / Scripts / gameController.cs:45) adjustScript.OnGUI()(在Assets / Scripts / adjustScript.cs:32)
这是我的其他代码
using UnityEngine;
using System.Collections;
using System;
public class adjustScript : MonoBehaviour {
void OnGUI(){
if(GUI.Button(new Rect(10,100,100,30),"Health Up"))
{
gameController.control.bs.charPrince.health += 10;
}
if(GUI.Button(new Rect(10,140,100,30),"Health Down"))
{
if(gameController.control.bs.charPrince.health >0)
{
gameController.control.bs.charPrince.health -= 10;
}
}
if(GUI.Button(new Rect(10,180,100,30),"Experience Up"))
{
gameController.control.bs.charPrince.exp += 10;
}
if(GUI.Button(new Rect(10,220,100,30),"Experience Down"))
{
if(gameController.control.bs.charPrince.exp >0)
{
gameController.control.bs.charPrince.exp -= 10;
}
}
if(GUI.Button(new Rect(10,260,100,30),"Save"))
{
gameController.control.Save();
}
if(GUI.Button(new Rect(10,300,100,30),"Load"))
{
gameController.control.Load();
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
[Serializable]
public class Prince : Character{
public float health = 100f;
public float exp = 0f;
public float kecMaks = 0f;
public float moveV = 0f;
public float moveH = 0f;
public bool hadapKanan = false;
public bool hadapAtas = true;
public GameObject objPrince;
public Prince()
{
this.name = "";
this.birthday = "";
this.objPrince = null;
}
public Prince(GameObject objChar,string nama, string birthday){
this.name = nama;
this.birthday = birthday;
this.objPrince = objChar;
}
}
using UnityEngine;
using System.Collections;
using System;
[Serializable]
public class Character {
public string name;
public string birthday;
public float locationX;
public float locationY;
public Character(){
this.name = "";
this.birthday = "";
this.locationX = 0f;
this.locationY = 0f;
}
}
请帮我解决这个问题。我从Unity的实时教程中了解了有关持久性保存和加载数据的知识,但制作此类代码的人并没有出现此错误。
答案 0 :(得分:0)
我陷入了同样的错误...... 发现这是我的解决方案: (在你的情况下)
[System.NonSerialized]
private GameObject objPrince;
public GameObject ObjPrince{get{return objPrince;}set{objPrince = value;}}
这意味着您无法保存(序列化)objPrince,但您可以在运行时使用实时引用。为了获得objPrince所需的预制件,我从资源中加载了#34; namePrince"每次我实例化。
除非玩家可以在游戏时间或其他类似的事情中编辑GameObject,否则除了玩家可以在其中保存游戏对象之外,其他原因并非如此。即便如此,你仍然可以保存使用过的"身体部位的名字"或者其他什么,并在需要时从Resources文件夹加载。
希望这仍有帮助。