我有一个游戏具有“卡牌”类,该卡牌类被标记为[可序列化],在卡牌类内部,我还有另一个自定义类称为Gate,它也被标记为[可序列化]。 在这两个类中,我拥有其他统一资产,例如SpriteRenderer和GameObjects。
对于我的保存游戏机制,我想将所有卡导出为列表。 在saveScript中,我需要每个类(保存卡和门)。
当我尝试保存时,出现关于两个类都具有的单声道行为的seriallizaion错误,我无法提取它。 以统一文档https://docs.unity3d.com/Manual/script-Serialization.html#ClassSerialized 他们没有说有关单行为的问题。
这是我遇到的错误
SerializationException: Type 'UnityEngine.MonoBehaviour' in Assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.
System.Runtime.Serialization.FormatterServices.InternalGetSerializableMembers (System.RuntimeType type) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.FormatterServices+<>c__DisplayClass9_0.<GetSerializableMembers>b__0 (System.Runtime.Serialization.MemberHolder _) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].GetOrAdd (TKey key, System.Func`2[T,TResult] valueFactory) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.FormatterServices.GetSerializableMembers (System.Type type, System.Runtime.Serialization.StreamingContext context) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitMemberInfo () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitSerialize (System.Type objectType, System.Runtime.Serialization.ISurrogateSelector surrogateSelector, System.Runtime.Serialization.StreamingContext context, System.Runtime.Serialization.Formatters.Binary.SerObjectInfoInit serObjectInfoInit, System.Runtime.Serialization.IFormatterConverter converter, System.Runtime.Serialization.SerializationBinder binder) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.Serialize (System.Type objectType, System.Runtime.Serialization.ISurrogateSelector surrogateSelector, System.Runtime.Serialization.StreamingContext context, System.Runtime.Serialization.Formatters.Binary.SerObjectInfoInit serObjectInfoInit, System.Runtime.Serialization.IFormatterConverter converter, System.Runtime.Serialization.SerializationBinder binder) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteArray (System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo objectInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo memberNameInfo, System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo memberObjectInfo) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write (System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo objectInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo memberNameInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo typeNameInfo) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize (System.Object graph, System.Runtime.Remoting.Messaging.Header[] inHeaders, System.Runtime.Serialization.Formatters.Binary.__BinaryWriter serWriter, System.Boolean fCheck) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph, System.Runtime.Remoting.Messaging.Header[] headers, System.Boolean fCheck) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph, System.Runtime.Remoting.Messaging.Header[] headers) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
SaveScript.LocalSave (Save save) (at Assets/Scripts/SaveScript.cs:107)
SaveScript.SaveGame () (at Assets/Scripts/SaveScript.cs:70)
UnityEngine.Events.InvokableCall.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:166)
UnityEngine.Events.UnityEvent.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58)
UnityEngine.UI.Button.Press () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:66)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:108)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update()
有什么想法我接下来应该尝试什么?