我正在尝试使用protobuf-net序列化对象。我不确定是否支持我尝试对继承进行的操作,但我想我会检查一下是否支持,或者我是否只是做错了什么。
本质上,我正在尝试序列化一些子类,然后将其反序列化,但只使用基类引用。展示:
using UnityEngine;
using System.Collections;
using ProtoBuf;
public class main : MonoBehaviour
{
// If I don't put "SkipConstructor = true" I get
// ProtoException: No parameterless constructor found for Parent
// Ideally, I wouldn't have to put "SkipConstructor = true" but I can if necessary
[ProtoContract(SkipConstructor = true)]
[ProtoInclude(1, typeof(Child))]
abstract class Parent
{
[ProtoMember(2)]
public float FloatValue
{
get;
set;
}
public virtual void Print()
{
UnityEngine.Debug.Log("Parent: " + FloatValue);
}
}
[ProtoContract]
class Child : Parent
{
public Child()
{
FloatValue = 2.5f;
IntValue = 13;
}
[ProtoMember(3)]
public int IntValue
{
get;
set;
}
public override void Print()
{
UnityEngine.Debug.Log("Child: " + FloatValue + ", " + IntValue);
}
}
void Start()
{
Child child = new Child();
child.FloatValue = 3.14f;
child.IntValue = 42;
System.IO.MemoryStream ms = new System.IO.MemoryStream();
// I don't *have* to do this, I can, if needed, just use child directly.
// But it would be cool if I could do it from an abstract reference
Parent abstractReference = child;
ProtoBuf.Serializer.Serialize(ms, abstractReference);
ProtoBuf.Serializer.Deserialize<Parent>(ms).Print();
}
}
这输出:
Parent: 0
我希望它输出的是:
Child: 3.14 42
这甚至可能吗?如果是这样,我做错了什么?我已经阅读了关于继承和 protobuf-net 的各种问题,它们都与这个例子有点不同(据我所知)。