using System.Text.Json; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Architecture; namespace Milimoe.FunGame.Core.Library.Common.JsonConverter { public class InventoryConverter : BaseEntityConverter { public override Inventory NewInstance() { return Factory.GetInventory(); } public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Inventory result) { switch (propertyName) { case nameof(Inventory.Name): result.Name = reader.GetString() ?? ""; break; case nameof(Inventory.Characters): Dictionary characters = NetworkUtility.JsonDeserialize>(ref reader, options) ?? []; foreach (string key in characters.Keys) { result.Characters[key] = characters[key]; } break; case nameof(Inventory.Items): Dictionary items = NetworkUtility.JsonDeserialize>(ref reader, options) ?? []; foreach (string key in items.Keys) { result.Items[key] = items[key]; } break; } } public override void Write(Utf8JsonWriter writer, Inventory value, JsonSerializerOptions options) { writer.WriteStartObject(); writer.WriteString(nameof(Inventory.Name), value.Name); writer.WritePropertyName(nameof(Inventory.Characters)); JsonSerializer.Serialize(writer, value.Characters, options); writer.WritePropertyName(nameof(Inventory.Items)); JsonSerializer.Serialize(writer, value.Items, options); writer.WriteEndObject(); } } }