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How do I convert binary to bytes[]?
For saves in my game I use BinarySerializer, but for saves in Google Play Games I need to somehow convert my saves to a bytes[] array
using UnityEngine;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
public class BinarySerializer
{
static string folderName = "GameData";
static string persistentDataPath = Application.persistentDataPath;
static SurrogateSelector surrogateSelector = GetSurrogateSelector ();
/// <summary>
/// Save data to disk.
/// </summary>
/// <param name="data">your dataClass instance.</param>
/// <param name="filename">the file where you want to save data.</param>
/// <returns></returns>
public static void Save <T> (T data, string filename)
{
if (IsSerializable <T> ()) {
if (!Directory.Exists (GetDirectoryPath ()))
Directory.CreateDirectory (GetDirectoryPath ());
BinaryFormatter formatter = new BinaryFormatter ();
formatter.SurrogateSelector = surrogateSelector;
FileStream file = File.Create (GetFilePath (filename));
formatter.Serialize (file, data);
file.Close ();
}
}
/// <summary>
/// Save data to disk.
/// </summary>
/// <param name="filename">the file where you saved data.</param>
/// <returns></returns>
public static T Load<T> (string filename)
{
T data = System.Activator.CreateInstance <T> ();
if (IsSerializable <T> ()) {
if (HasSaved (filename)) {
BinaryFormatter formatter = new BinaryFormatter ();
formatter.SurrogateSelector = surrogateSelector;
FileStream file = File.Open (GetFilePath (filename), FileMode.Open);
data = (T)formatter.Deserialize (file);
file.Close ();
}
}
return data;
}
static bool IsSerializable<T> ()
{
bool isSerializable = typeof(T).IsSerializable;
if (!isSerializable) {
string type = typeof(T).ToString ();
Debug.LogError (
"Class <b><color=white>" + type + "</color></b> is not marked as Serializable, "
+ "make sure to add <b><color=white>[System.Serializable]</color></b> at the top of your " + type + " class."
);
}
return isSerializable;
}
/// <summary>
/// Check if data is saved.
/// </summary>
/// <param name="filename">the file where you saved data</param>
/// <returns></returns>
public static bool HasSaved (string filename)
{
return File.Exists (GetFilePath (filename));
}
static string GetDirectoryPath ()
{
return persistentDataPath + "/" + folderName;
}
static string GetFilePath (string filename)
{
return GetDirectoryPath () + "/" + filename;
}
//Other non-serialized types /// SS: Serialization Surrogate
//Vector2 , Vector3 , Vector4 , Color , Quaternion.
static SurrogateSelector GetSurrogateSelector ()
{
SurrogateSelector surrogateSelector = new SurrogateSelector ();
Vector2_SS v2_ss = new Vector2_SS ();
Vector3_SS v3_ss = new Vector3_SS ();
Vector4_SS v4_ss = new Vector4_SS ();
Color_SS co_ss = new Color_SS ();
Quaternion_SS qu_ss = new Quaternion_SS ();
surrogateSelector.AddSurrogate (typeof(Vector2), new StreamingContext (StreamingContextStates.All), v2_ss);
surrogateSelector.AddSurrogate (typeof(Vector3), new StreamingContext (StreamingContextStates.All), v3_ss);
surrogateSelector.AddSurrogate (typeof(Vector4), new StreamingContext (StreamingContextStates.All), v4_ss);
surrogateSelector.AddSurrogate (typeof(Color), new StreamingContext (StreamingContextStates.All), co_ss);
surrogateSelector.AddSurrogate (typeof(Quaternion), new StreamingContext (StreamingContextStates.All), qu_ss);
return surrogateSelector;
}
class Vector2_SS: ISerializationSurrogate
{
//Serialize Vector2
public void GetObjectData (System.Object obj, SerializationInfo info, StreamingContext context)
{
Vector2 v2 = (Vector2)obj;
info.AddValue ("x", v2.x);
info.AddValue ("y", v2.y);
}
//Deserialize Vector2
public System.Object SetObjectData (System.Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Vector2 v2 = (Vector2)obj;
v2.x = (float)info.GetValue ("x", typeof(float));
v2.y = (float)info.GetValue ("y", typeof(float));
obj = v2;
return obj;
}
}
class Vector3_SS: ISerializationSurrogate
{
//Serialize Vector3
public void GetObjectData (System.Object obj, SerializationInfo info, StreamingContext context)
{
Vector3 v3 = (Vector3)obj;
info.AddValue ("x", v3.x);
info.AddValue ("y", v3.y);
info.AddValue ("z", v3.z);
}
//Deserialize Vector3
public System.Object SetObjectData (System.Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Vector3 v3 = (Vector3)obj;
v3.x = (float)info.GetValue ("x", typeof(float));
v3.y = (float)info.GetValue ("y", typeof(float));
v3.z = (float)info.GetValue ("z", typeof(float));
obj = v3;
return obj;
}
}
class Vector4_SS: ISerializationSurrogate
{
//Serialize Vector4
public void GetObjectData (System.Object obj, SerializationInfo info, StreamingContext context)
{
Vector4 v4 = (Vector4)obj;
info.AddValue ("x", v4.x);
info.AddValue ("y", v4.y);
info.AddValue ("z", v4.z);
info.AddValue ("w", v4.w);
}
//Deserialize Vector4
public System.Object SetObjectData (System.Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Vector4 v4 = (Vector4)obj;
v4.x = (float)info.GetValue ("x", typeof(float));
v4.y = (float)info.GetValue ("y", typeof(float));
v4.z = (float)info.GetValue ("z", typeof(float));
v4.w = (float)info.GetValue ("w", typeof(float));
obj = v4;
return obj;
}
}
class Color_SS: ISerializationSurrogate
{
//Serialize Color
public void GetObjectData (System.Object obj, SerializationInfo info, StreamingContext context)
{
Color color = (Color)obj;
info.AddValue ("r", color.r);
info.AddValue ("g", color.g);
info.AddValue ("b", color.b);
info.AddValue ("a", color.a);
}
//Deserialize Color
public System.Object SetObjectData (System.Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Color color = (Color)obj;
color.r = (float)info.GetValue ("r", typeof(float));
color.g = (float)info.GetValue ("g", typeof(float));
color.b = (float)info.GetValue ("b", typeof(float));
color.a = (float)info.GetValue ("a", typeof(float));
obj = color;
return obj;
}
}
class Quaternion_SS: ISerializationSurrogate
{
//Serialize Quaternion
public void GetObjectData (System.Object obj, SerializationInfo info, StreamingContext context)
{
Quaternion qua = (Quaternion)obj;
info.AddValue ("x", qua.x);
info.AddValue ("y", qua.y);
info.AddValue ("z", qua.z);
info.AddValue ("w", qua.w);
}
//Deserialize Quaternion
public System.Object SetObjectData (System.Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
{
Quaternion qua = (Quaternion)obj;
qua.x = (float)info.GetValue ("x", typeof(float));
qua.y = (float)info.GetValue ("y", typeof(float));
qua.z = (float)info.GetValue ("z", typeof(float));
qua.w = (float)info.GetValue ("w", typeof(float));
obj = qua;
return obj;
}
}
}
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So serialize not to a FileStream but to a MemoryStream, and extracting bytes from there is as easy as shelling pears
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