回転lua下stringとtable相互回転(テストOK)
--table to string
function serialize(obj)
local lua = ""
local t = type(obj)
if t == "number" then
lua = lua .. obj
elseif t == "boolean" then
lua = lua .. tostring(obj)
elseif t == "string" then
lua = lua .. string.format("%q", obj)
elseif t == "table" then
lua = lua .. "{
"
for k, v in pairs(obj) do
lua = lua .. "[" .. serialize(k) .. "]=" .. serialize(v) .. ",
"
end
local metatable = getmetatable(obj)
if metatable ~= nil and type(metatable.__index) == "table" then
for k, v in pairs(metatable.__index) do
lua = lua .. "[" .. serialize(k) .. "]=" .. serialize(v) .. ",
"
end
end
lua = lua .. "}"
elseif t == "nil" then
return nil
else
error("can not serialize a " .. t .. " type.")
end
return lua
end
--string to table
function unserialize(lua)
local t = type(lua)
if t == "nil" or lua == "" then
return nil
elseif t == "number" or t == "string" or t == "boolean" then
lua = tostring(lua)
else
error("can not unserialize a " .. t .. " type.")
end
lua = "return " .. lua
local func = loadstring(lua)
if func == nil then
return nil
end
return func()
end
-- :
local data = {["a"] = "a", ["b"] = "b", [1] = 1, [2] = 2, ["t"] = {1, 2, 3}}
local sz = serialize(data)
print(sz)
print("---------")
local zz = unserialize(sz)
print(zz)
local xxx = 1
テストにより、ゲーム内のすべてのデータの保存、シーケンス化、逆シーケンス化に使用できます.
出典は試験できない,とてもすごい.