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@ -105,76 +105,3 @@ public class VELConnectTesting : MonoBehaviour
}
}
```
---
JSON.Net Example that illustrates how to persist a complex object of data using VEL-Connect, initializing at start, and saving on application quit
```cs
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VELConnect;
public class VelConnectDemo1 : MonoBehaviour
{
class ExampleJSON
{
public string a_string="a"; //you can use initializers
public int a_int=0;
public List<ExampleChildJSON> a_list = new List<ExampleChildJSON>(); // you can use lists of objects
}
class ExampleChildJSON
{
public string a_string; //if you don't, that's fine too, but you probably want a constructor then
public int a_int;
public ExampleChildJSON() { } //you need to make sure you have a blank constructor for deserialization
public ExampleChildJSON(string a_string, int a_int)
{
this.a_string = a_string;
this.a_int = a_int;
}
}
ExampleJSON dataToPersist = null;
IEnumerator Start()
{
VELConnectManager.OnInitialState += (state) =>
{
var s = VELConnectManager.GetUserData("mydata");
Debug.Log("Retrieved: " + s);
try
{
dataToPersist = JsonConvert.DeserializeObject<ExampleJSON>(s);
}
catch (Exception e)
{
Debug.Log("Error serializing state: " + e.Message);
}
if(dataToPersist == null)
{
Debug.Log("Null state, initializing");
dataToPersist =new ExampleJSON();
}
};
while (dataToPersist == null) yield return null;
dataToPersist.a_list.Add(
new ExampleChildJSON("" + UnityEngine.Random.Range(0, 10),
UnityEngine.Random.Range(0, 10))
);
Debug.Log(JsonConvert.SerializeObject(dataToPersist));
}
private void OnApplicationQuit()
{
VELConnectManager.SetUserData("mydata", JsonConvert.SerializeObject(dataToPersist));
}
}
```