本文整理汇总了C#中JsonWriter.WriteArrayEnd方法的典型用法代码示例。如果您正苦于以下问题:C# JsonWriter.WriteArrayEnd方法的具体用法?C# JsonWriter.WriteArrayEnd怎么用?C# JsonWriter.WriteArrayEnd使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类JsonWriter
的用法示例。
在下文中一共展示了JsonWriter.WriteArrayEnd方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: WriteResponseForPostJson
void WriteResponseForPostJson(HttpRequest request, HttpResponse response)
{
// read request JSON
uint requestedCount = ReadCount(request.Body);
// write response JSON
var json = new JsonWriter<ResponseFormatter>(response.Body, prettyPrint: false);
json.WriteObjectStart();
json.WriteArrayStart();
for (int i = 0; i < requestedCount; i++) {
json.WriteString("hello!");
}
json.WriteArrayEnd();
json.WriteObjectEnd();
// write headers
var headers = response.Headers;
headers.AppendHttpStatusLine(HttpVersion.V1_1, 200, new Utf8String("OK"));
headers.Append("Content-Length : ");
headers.Append(response.Body.CommitedBytes);
headers.AppendHttpNewLine();
headers.Append("Content-Type : text/plain; charset=UTF-8");
headers.AppendHttpNewLine();
headers.Append("Server : .NET Core Sample Server");
headers.AppendHttpNewLine();
headers.Append("Date : ");
headers.Append(DateTime.UtcNow, 'R');
headers.AppendHttpNewLine();
headers.AppendHttpNewLine();
}
示例2: WriteArray
/// <summary>
/// Write an array of target descriptors
/// </summary>
/// <param name="Writer">The Json writer to output to</param>
/// <param name="Name">Name of the array</param>
/// <param name="Targets">Array of targets</param>
public static void WriteArray(JsonWriter Writer, string Name, LocalizationTargetDescriptor[] Targets)
{
if (Targets.Length > 0)
{
Writer.WriteArrayStart(Name);
foreach (LocalizationTargetDescriptor Target in Targets)
{
Target.Write(Writer);
}
Writer.WriteArrayEnd();
}
}
示例3: JsonSerializer
// Writer
public static void JsonSerializer(JsonWriter writer, object instance)
{
var scoreEntry = (RankEntry)instance;
writer.WriteArrayStart();
writer.WriteNumber(scoreEntry.rankIndex);
writer.WriteString(scoreEntry.accountId);
writer.WriteString(scoreEntry.name);
writer.WriteString(scoreEntry.country);
writer.WriteNumber(scoreEntry.bestRanking);
writer.WriteNumber(scoreEntry.totalDamage);
writer.WriteArrayEnd();
}
示例4: Write
/// <summary>
/// Reads a list of build steps from a Json project or plugin descriptor
/// </summary>
/// <param name="RawObject">The json descriptor object</param>
/// <param name="FieldName">Name of the field to read</param>
/// <param name="OutBuildSteps">Output variable to store the sorted dictionary that was read</param>
/// <returns>True if the field was read (and OutBuildSteps is set), false otherwise.</returns>
public void Write(JsonWriter Writer, string FieldName)
{
Writer.WriteObjectStart(FieldName);
foreach(KeyValuePair<UnrealTargetPlatform, string[]> Pair in HostPlatformToCommands)
{
Writer.WriteArrayStart(Pair.Key.ToString());
foreach(string Line in Pair.Value)
{
Writer.WriteValue(Line);
}
Writer.WriteArrayEnd();
}
Writer.WriteObjectEnd();
}
示例5: Write
static void Write(JsonWriter json)
{
json.WriteObjectStart();
json.WriteAttribute("age", 30);
json.WriteAttribute("first", "John");
json.WriteAttribute("last", "Smith");
json.WriteMember("phoneNumbers");
json.WriteArrayStart();
json.WriteString("425-000-1212");
json.WriteString("425-000-1213");
json.WriteArrayEnd();
json.WriteMember("address");
json.WriteObjectStart();
json.WriteAttribute("street", "1 Microsoft Way");
json.WriteAttribute("city", "Redmond");
json.WriteAttribute("zip", 98052);
json.WriteObjectEnd();
json.WriteObjectEnd();
}
示例6: SaveJson
public static void SaveJson()
{
string filePath = Application.dataPath + @"/StringAssets/file/pos.txt";
FileInfo fileInfo = new FileInfo(filePath);
if (!File.Exists(filePath))
{
File.Delete(filePath);
}
StreamWriter sw = fileInfo.CreateText();
StringBuilder sb = new StringBuilder();
JsonWriter writer = new JsonWriter(sb);
//从场景中开始一个个的遍历
foreach (EditorBuildSettingsScene s in EditorBuildSettings.scenes)
{
if (s.enabled == true)
{
string name = s.path;
EditorApplication.OpenScene(name);
GameObject parent = GameObject.Find("PosObj");
if (parent)
{
writer.WriteArrayStart(); //开始写数据
for (int i = 0; i < parent.transform.childCount; i++)
{
Transform obj = parent.transform.GetChild(i);
writer.WriteObjectStart();
writer.WritePropertyName(obj.name);
writer.Write(obj.position.x.ToString() + "," + obj.position.y.ToString() + "," +
obj.position.z.ToString());
writer.WriteObjectEnd();
}
writer.WriteArrayEnd();
}
}
}
sw.WriteLine(sb.ToString());
sw.Close();
sw.Dispose(); //关闭文件流
AssetDatabase.Refresh(); //刷新
}
示例7: WriteResponseForPostJson
// This method is a bit of a mess. We need to fix many Http and Json APIs
void WriteResponseForPostJson(BufferFormatter formatter, HttpRequestLine requestLine, ReadOnlySpan<byte> body)
{
Console.WriteLine(new Utf8String(body));
uint requestedCount = ReadCountUsingReader(body).GetValueOrDefault(1);
//uint requestedCount = ReadCountUsingNonAllocatingDom(body).GetValueOrDefault(1);
// TODO: this needs to be written directly to the buffer after content length reservation is implemented.
var buffer = ArrayPool<byte>.Shared.Rent(2048);
var spanFormatter = new SpanFormatter(buffer.Slice(), FormattingData.InvariantUtf8);
var json = new JsonWriter<SpanFormatter>(spanFormatter, prettyPrint: true);
json.WriteObjectStart();
json.WriteArrayStart();
for (int i = 0; i < requestedCount; i++) {
json.WriteString(DateTime.UtcNow.ToString()); // TODO: this needs to not allocate.
}
json.WriteArrayEnd(); ;
json.WriteObjectEnd();
var responseBodyText = new Utf8String(buffer, 0, spanFormatter.CommitedByteCount);
formatter.AppendHttpStatusLine(HttpVersion.V1_1, 200, new Utf8String("OK"));
formatter.Append(new Utf8String("Content-Length : "));
formatter.Append(responseBodyText.Length);
formatter.AppendHttpNewLine();
formatter.Append("Content-Type : text/plain; charset=UTF-8");
formatter.AppendHttpNewLine();
formatter.Append("Server : .NET Core Sample Serve");
formatter.AppendHttpNewLine();
formatter.Append(new Utf8String("Date : "));
formatter.Append(DateTime.UtcNow.ToString("R"));
formatter.AppendHttpNewLine();
formatter.AppendHttpNewLine();
formatter.Append(responseBodyText);
ArrayPool<byte>.Shared.Return(buffer);
}
示例8: SaveValueChange
//保存所有修改后的值
void SaveValueChange()
{
//文件输出流
StreamWriter file = File.CreateText(s_FilePath);
JsonWriter writer = new JsonWriter(file);
writer.WriteArrayStart();
for (int i = 0; i < SoundValue.Length; i++)
{
JsonMapper.ToJson(SoundValue[i], writer);
}
writer.WriteArrayEnd();
file.Close();
}
示例9: ExportScenesToJSON
public static void ExportScenesToJSON()
{
string path = EditorUtility.SaveFilePanel("SaveJason", Application.dataPath, "Scenes_Config_JSON", "txt");
FileInfo fileInfo = new FileInfo(path);
StreamWriter sw = fileInfo.CreateText();
StringBuilder sb = new StringBuilder();
JsonWriter writer = new JsonWriter(sb);
writer.WriteObjectStart();
writer.WritePropertyName("root");
writer.WriteArrayStart();
foreach (EditorBuildSettingsScene S in EditorBuildSettings.scenes)
{
if (S.enabled)
{
EditorApplication.OpenScene(S.path);
writer.WriteObjectStart();
writer.WritePropertyName("Scene");
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("SceneName");
writer.Write(S.path);
writer.WritePropertyName("GameObjects");
writer.WriteArrayStart();
foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
{
if (obj.transform.parent == null)
{
writer.WriteObjectStart();
writer.WritePropertyName("GameObjectName");
writer.Write(obj.name);
writer.WritePropertyName("Position");
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("X");
writer.Write(obj.transform.position.x.ToString("F5"));
writer.WritePropertyName("Y");
writer.Write(obj.transform.position.y.ToString("F5"));
writer.WritePropertyName("Z");
writer.Write(obj.transform.position.z.ToString("F5"));
writer.WriteObjectEnd();
writer.WriteArrayEnd();
writer.WritePropertyName("Rotation");
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("X");
writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));
writer.WritePropertyName("Y");
writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));
writer.WritePropertyName("Z");
writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));
writer.WriteObjectEnd();
writer.WriteArrayEnd();
writer.WritePropertyName("Scale");
writer.WriteArrayStart();
writer.WriteObjectStart();
writer.WritePropertyName("X");
writer.Write(obj.transform.localScale.x.ToString("F5"));
writer.WritePropertyName("Y");
writer.Write(obj.transform.localScale.y.ToString("F5"));
writer.WritePropertyName("Z");
writer.Write(obj.transform.localScale.z.ToString("F5"));
writer.WriteObjectEnd();
writer.WriteArrayEnd();
writer.WriteObjectEnd();
}
}
writer.WriteArrayEnd();
writer.WriteObjectEnd();
writer.WriteArrayEnd();
writer.WriteObjectEnd();
}
}
writer.WriteArrayEnd();
writer.WriteObjectEnd();
sw.WriteLine(sb.ToString());
sw.Close();
sw.Dispose();
AssetDatabase.Refresh();
}
示例10: WriteJsonToFile
void WriteJsonToFile(string path,string fileName)
{
System.Text.StringBuilder strB = new System.Text.StringBuilder();
JsonWriter jsWrite = new JsonWriter(strB);
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("Name");
jsWrite.Write("taotao");
jsWrite.WritePropertyName("Age");
jsWrite.Write(25);
jsWrite.WritePropertyName("MM");
jsWrite.WriteArrayStart();
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("name");
jsWrite.Write("xiaomei");
jsWrite.WritePropertyName("age");
jsWrite.Write("17");
jsWrite.WriteObjectEnd();
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("name");
jsWrite.Write("xiaoli");
jsWrite.WritePropertyName("age");
jsWrite.Write("18");
jsWrite.WriteObjectEnd();
jsWrite.WriteArrayEnd();
jsWrite.WriteObjectEnd();
Debug.Log(strB);
//创建文件目录
DirectoryInfo dir = new DirectoryInfo(path);
if (dir.Exists)
{
Debug.Log("This file is already exists");
}
else
{
Directory.CreateDirectory(path);
Debug.Log("CreateFile");
#if UNITY_EDITOR
AssetDatabase.Refresh();
#endif
}
//把json数据写到txt里
StreamWriter sw;
if (File.Exists(fileName))
{
//如果文件存在,那么就向文件继续附加(为了下次写内容不会覆盖上次的内容)
sw = File.AppendText(fileName);
Debug.Log("appendText");
}
else
{
//如果文件不存在则创建文件
sw = File.CreateText(fileName);
Debug.Log("createText");
}
sw.WriteLine(strB);
sw.Close();
#if UNITY_EDITOR
AssetDatabase.Refresh();
#endif
}
示例11: Write
/// <summary>
/// Write this module to a JsonWriter
/// </summary>
/// <param name="Writer">Writer to output to</param>
void Write(JsonWriter Writer)
{
Writer.WriteObjectStart();
Writer.WriteValue("Name", Name);
Writer.WriteValue("Type", Type.ToString());
Writer.WriteValue("LoadingPhase", LoadingPhase.ToString());
if (WhitelistPlatforms != null && WhitelistPlatforms.Length > 0)
{
Writer.WriteArrayStart("WhitelistPlatforms");
foreach (UnrealTargetPlatform WhitelistPlatform in WhitelistPlatforms)
{
Writer.WriteValue(WhitelistPlatform.ToString());
}
Writer.WriteArrayEnd();
}
if (BlacklistPlatforms != null && BlacklistPlatforms.Length > 0)
{
Writer.WriteArrayStart("BlacklistPlatforms");
foreach (UnrealTargetPlatform BlacklistPlatform in BlacklistPlatforms)
{
Writer.WriteValue(BlacklistPlatform.ToString());
}
Writer.WriteArrayEnd();
}
if (AdditionalDependencies != null && AdditionalDependencies.Length > 0)
{
Writer.WriteArrayStart("AdditionalDependencies");
foreach (string AdditionalDependency in AdditionalDependencies)
{
Writer.WriteValue(AdditionalDependency);
}
Writer.WriteArrayEnd();
}
Writer.WriteObjectEnd();
}
示例12: writeObject
private static void writeObject(GameObject obj, ref JsonWriter cfg) {
cfg.WriteObjectStart();
cfg.WritePropertyName("name");
cfg.Write(obj.name);
cfg.WritePropertyName("Layer");
cfg.Write(obj.layer);
writeMatrix(ref cfg, obj.transform);
if (obj.renderer) {
Mesh mesh = obj.renderer.GetComponent<MeshFilter>().sharedMesh;
if (obj.renderer.material.mainTexture != null) {
cfg.WritePropertyName("MainTexture");
cfg.Write(getFileName(AssetDatabase.GetAssetPath(obj.renderer.material.mainTexture.GetInstanceID())));
}
if (mesh) {
cfg.WritePropertyName("Mesh");
cfg.Write(mesh.name);
}
if (obj.renderer.lightmapIndex != -1) {
cfg.WritePropertyName("lightmap");
cfg.Write(LightmapSettings.lightmaps[obj.renderer.lightmapIndex].lightmapFar.name);
cfg.WritePropertyName("tilingOffset");
cfg.WriteArrayStart();
cfg.Write(obj.renderer.lightmapTilingOffset.x);
cfg.Write(obj.renderer.lightmapTilingOffset.y);
cfg.Write(obj.renderer.lightmapTilingOffset.z);
cfg.Write(obj.renderer.lightmapTilingOffset.w);
cfg.WriteArrayEnd();
}
}
cfg.WritePropertyName("children");
cfg.WriteArrayStart();
for (int i = 0; i < obj.transform.childCount; i++) {
writeObject(obj.transform.GetChild(i).gameObject, ref cfg);
}
cfg.WriteArrayEnd();
cfg.WriteObjectEnd();
}
示例13: writeConfig
private static void writeConfig() {
JsonWriter cfg = new JsonWriter();
cfg.WriteObjectStart();
cfg.WritePropertyName("scene");
cfg.WriteArrayStart();
GameObject[] arr = Selection.gameObjects;
foreach (GameObject obj in arr) {
writeObject(obj, ref cfg);
}
cfg.WriteArrayEnd();
cfg.WriteObjectEnd();
string filepath = folderName + "/scene.lightmap";
if (File.Exists(filepath)) {
File.Delete(filepath);
}
FileStream fs = new FileStream(filepath, FileMode.Create);
BinaryWriter bw = new BinaryWriter(fs);
bw.Write(cfg.ToString().ToCharArray());
bw.Close();
fs.Close();
Debug.Log("Write Config:" + filepath);
}
示例14: CreateClothes
public static void CreateClothes()
{
string rootName="DocTexts_ch";
if(English_Caption){
rootName="DocTexts_en";
}
TextAsset xmlAsset = Resources.Load<TextAsset>(rootName);
string xmlContent = xmlAsset.text;
StringBuilder sbuilders = new StringBuilder ();
JsonWriter writer = new JsonWriter (sbuilders);
writer.WriteObjectStart ();
string[] captions = xmlContent.Split('?');
foreach(string caption in captions)
{
writer.WritePropertyName ("captions");
writer.WriteArrayStart();
writer.WriteObjectStart ();
string[] subtitles = caption.Split(';');
writer.WritePropertyName ("subtitles");
writer.WriteArrayStart();//[
foreach (string subtitle in subtitles)
{
writer.WriteObjectStart();
string[] parts=subtitle.Split('/');
string time_from=parts[0];
string time_to=parts[1];
string article=parts[2];
//1
writer.WritePropertyName ("time_from");
writer.Write (time_from);
sbuilders.Append(System.Environment.NewLine);
//2
writer.WritePropertyName ("time_to");
writer.Write (time_to);
sbuilders.Append(System.Environment.NewLine);
//3
writer.WritePropertyName ("article");
writer.Write (article);
sbuilders.Append(System.Environment.NewLine);
writer.WriteObjectEnd();
}
writer.WriteArrayEnd();
writer.WriteObjectEnd();
writer.WriteArrayEnd();
}
writer.WriteObjectEnd ();
string clothFile=sbuilders.ToString();
string desName="captions_ch.xml";
if(English_Caption){
desName="captions_en.xml";
}
System.IO.File.WriteAllText(Application.persistentDataPath+"/"+desName,clothFile);
Debug.Log("**********UpdateClothesContent Finish***********");
}
示例15: WriteJsonAndPrint
void WriteJsonAndPrint()
{
System.Text.StringBuilder strB = new System.Text.StringBuilder();
JsonWriter jsWrite = new JsonWriter(strB);
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("Name");
jsWrite.Write("taotao");
jsWrite.WritePropertyName("Age");
jsWrite.Write(25);
jsWrite.WritePropertyName("MM");
jsWrite.WriteArrayStart();
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("name");
jsWrite.Write("xiaomei");
jsWrite.WritePropertyName("age");
jsWrite.Write("17");
jsWrite.WriteObjectEnd();
jsWrite.WriteObjectStart();
jsWrite.WritePropertyName("name");
jsWrite.Write("xiaoli");
jsWrite.WritePropertyName("age");
jsWrite.Write("18");
jsWrite.WriteObjectEnd();
jsWrite.WriteArrayEnd();
jsWrite.WriteObjectEnd();
Debug.Log(strB);
JsonData jd = JsonMapper.ToObject(strB.ToString());
Debug.Log("name=" + jd["Name"]);
Debug.Log("age=" + jd["Age"]);
JsonData jdItems = jd["MM"];
for (int i = 0; i < jdItems.Count; i++)
{
Debug.Log("MM name=" + jdItems["name"]);
Debug.Log("MM age=" + jdItems["age"]);
}
}