json文件:LevelInfo.txt
{
"levelList": [
{
"Number": 1,
"IsLock": 0,
"Star": 0,
"Timer": 30,
"TargetScore": 4
}, {
"Number": 2,
"IsLock": 1,
"Star": 0,
"Timer": 29,
"TargetScore": 4
}, {
"Number": 3,
"IsLock": 1,
"Star": 0,
"Timer": 28,
"TargetScore": 6
}, {
"Number": 4,
"IsLock": 1,
"Star": 0,
"Timer": 27,
"TargetScore": 6
}, {
"Number": 5,
"IsLock": 1,
"Star": 0,
"Timer": 26,
"TargetScore": 8
}, {
"Number": 6,
"IsLock": 1,
"Star": 0,
"Timer": 25,
"TargetScore": 8
}, {
"Number": 7,
"IsLock": 1,
"Star": 0,
"Timer": 24,
"TargetScore": 9
}, {
"Number": 8,
"IsLock": 1,
"Star": 0,
"Timer": 23,
"TargetScore": 10
}
]
}
Unity 中C#腳本:LevelJsonPrase.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using LitJson;
public class LevelJsonPrase : MonoBehaviour {
#region class
[System.Serializable]
class Level {
public int Number = 0;
public int IsLock = 0;
public int Star = 0;
public int TargetScore = 0;
public float Timer = 0f;
}
[System.Serializable]
class LevelList {
public List<Level> levelList = new List<Level>();
}
#endregion
#region variables
[SerializeField]
private TextAsset textJson;
[SerializeField]
private LevelList listInfo = null;
#endregion
// Use this for initialization
void Start () {
textJson = Resources.Load("LevelInfo") as TextAsset;
listInfo = JsonMapper.ToObject<LevelList>(textJson.text);
}
}