using UnityEngine;
using System.Collections;
using Newtonsoft.Json;
using System.Collections.Generic;
using System.IO;
// _Book class wait write data
public class _Book {
public int ID { get; set; }
public string Name { get; set;}
}
// _BookDate afterwards increase _Book class data
public class _BOOKData {
public List<_Book> book = new List<_Book>();
}
public class TestOnGUI : MonoBehaviour {
_Book bookTest;
void Start() {
bookTest = new _Book();
}
// Input Data value
string id = "", name = "";
void OnGUI() {
/**
* GUI can't dirct designation _Book class parameter, so wording.
* Name variable only write in global.
*/
id = GUI.TextArea(new Rect(Screen.width/Screen.width,Screen.height/Screen.height, 100, 30), id, 200);
// int to String
int intId;
int.TryParse(id, out intId);
bookTest.ID = intId;
name = GUI.TextArea(new Rect(Screen.width / Screen.width, Screen.height / Screen.height+50f, 100, 30), name, 200);
bookTest.Name = name;
if (GUI.Button(new Rect(Screen.width/Screen.width, Screen.height/Screen.height+100, 100, 50),"確定")) {
// RootLibrary add book class Date
_BOOKData bookDate = new _BOOKData();
bookDate.book.Add(bookTest);
// Json Encoding
string outPut = JsonConvert.SerializeObject(bookDate);
print(outPut);
// Json Decoding
_BOOKData _lib = JsonConvert.DeserializeObject<_BOOKData>(outPut);
foreach (_Book book in _lib.book) {
print("ID" + book.ID);
print("Name" + book.Name);
for (int i = 0; i < _lib.book.Count; i++)
{
print("ListDate[" + i + "]:" +_lib.book[i]);
}
}
//Create text file
string[] createTxtValue = {bookTest.ID.ToString(), bookTest.Name};
File.WriteAllLines("C:/Users/user/Desktop/AAA.txt", createTxtValue);
}
}
}
結果圖:
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