c# With Unity and LitJSON Getting an Invalid Cast Exception when trying to de-serialize back from JSONData object









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I have been working on a save game solution for my project and have hit a wall. After several days of research, trial/ error etc. I decided to give the stack a shot. I am attempting to convert back from a Json text file into an object, then add it to a dictionary. It keeps giving my Invalid cast exceptions, regardless as to how I iterate through the Jdata object. Keeping in mind I am using LitJson 3rd party. Here is the code thus far. The error occurs at the foreach statement.



 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System.IO;

public static class SaveGame


public static string savePath = Application.persistentDataPath +
"/Saves/";
public static int numberOfSaves = 0;
public static string saveFileName = PlayerCrew.playerShipName + ".json";

public static void SavePlayerData ()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = JsonMapper.ToJson(PlayerCrew.playerCrewManifest);

if (!File.Exists(playerSavePath))

FileStream fs = new FileStream(playerSavePath,
FileMode.OpenOrCreate);
fs.Close();
File.WriteAllText(playerSavePath, jsonHolder);


else

File.WriteAllText(playerSavePath, jsonHolder);




public static void LoadCrewManifest()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = File.ReadAllText(playerSavePath);
JsonData jdata = JsonMapper.ToObject(jsonHolder);
PlayerCrew.playerCrewManifest.Clear();

foreach (KeyValuePair<string,CrewMember> item in jdata)

PlayerCrew.playerCrewManifest.Add(item.Key, item.Value);
Debug.Log(item.Key);


















share|improve this question

















  • 1




    what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
    – LoneWanderer
    Nov 12 at 0:44










  • Please show us the structure of the CrewMember class
    – derHugo
    Nov 13 at 6:28














up vote
0
down vote

favorite












I have been working on a save game solution for my project and have hit a wall. After several days of research, trial/ error etc. I decided to give the stack a shot. I am attempting to convert back from a Json text file into an object, then add it to a dictionary. It keeps giving my Invalid cast exceptions, regardless as to how I iterate through the Jdata object. Keeping in mind I am using LitJson 3rd party. Here is the code thus far. The error occurs at the foreach statement.



 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System.IO;

public static class SaveGame


public static string savePath = Application.persistentDataPath +
"/Saves/";
public static int numberOfSaves = 0;
public static string saveFileName = PlayerCrew.playerShipName + ".json";

public static void SavePlayerData ()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = JsonMapper.ToJson(PlayerCrew.playerCrewManifest);

if (!File.Exists(playerSavePath))

FileStream fs = new FileStream(playerSavePath,
FileMode.OpenOrCreate);
fs.Close();
File.WriteAllText(playerSavePath, jsonHolder);


else

File.WriteAllText(playerSavePath, jsonHolder);




public static void LoadCrewManifest()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = File.ReadAllText(playerSavePath);
JsonData jdata = JsonMapper.ToObject(jsonHolder);
PlayerCrew.playerCrewManifest.Clear();

foreach (KeyValuePair<string,CrewMember> item in jdata)

PlayerCrew.playerCrewManifest.Add(item.Key, item.Value);
Debug.Log(item.Key);


















share|improve this question

















  • 1




    what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
    – LoneWanderer
    Nov 12 at 0:44










  • Please show us the structure of the CrewMember class
    – derHugo
    Nov 13 at 6:28












up vote
0
down vote

favorite









up vote
0
down vote

favorite











I have been working on a save game solution for my project and have hit a wall. After several days of research, trial/ error etc. I decided to give the stack a shot. I am attempting to convert back from a Json text file into an object, then add it to a dictionary. It keeps giving my Invalid cast exceptions, regardless as to how I iterate through the Jdata object. Keeping in mind I am using LitJson 3rd party. Here is the code thus far. The error occurs at the foreach statement.



 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System.IO;

public static class SaveGame


public static string savePath = Application.persistentDataPath +
"/Saves/";
public static int numberOfSaves = 0;
public static string saveFileName = PlayerCrew.playerShipName + ".json";

public static void SavePlayerData ()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = JsonMapper.ToJson(PlayerCrew.playerCrewManifest);

if (!File.Exists(playerSavePath))

FileStream fs = new FileStream(playerSavePath,
FileMode.OpenOrCreate);
fs.Close();
File.WriteAllText(playerSavePath, jsonHolder);


else

File.WriteAllText(playerSavePath, jsonHolder);




public static void LoadCrewManifest()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = File.ReadAllText(playerSavePath);
JsonData jdata = JsonMapper.ToObject(jsonHolder);
PlayerCrew.playerCrewManifest.Clear();

foreach (KeyValuePair<string,CrewMember> item in jdata)

PlayerCrew.playerCrewManifest.Add(item.Key, item.Value);
Debug.Log(item.Key);


















share|improve this question













I have been working on a save game solution for my project and have hit a wall. After several days of research, trial/ error etc. I decided to give the stack a shot. I am attempting to convert back from a Json text file into an object, then add it to a dictionary. It keeps giving my Invalid cast exceptions, regardless as to how I iterate through the Jdata object. Keeping in mind I am using LitJson 3rd party. Here is the code thus far. The error occurs at the foreach statement.



 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System.IO;

public static class SaveGame


public static string savePath = Application.persistentDataPath +
"/Saves/";
public static int numberOfSaves = 0;
public static string saveFileName = PlayerCrew.playerShipName + ".json";

public static void SavePlayerData ()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = JsonMapper.ToJson(PlayerCrew.playerCrewManifest);

if (!File.Exists(playerSavePath))

FileStream fs = new FileStream(playerSavePath,
FileMode.OpenOrCreate);
fs.Close();
File.WriteAllText(playerSavePath, jsonHolder);


else

File.WriteAllText(playerSavePath, jsonHolder);




public static void LoadCrewManifest()

string playerSavePath = savePath + saveFileName;
string jsonHolder;

jsonHolder = File.ReadAllText(playerSavePath);
JsonData jdata = JsonMapper.ToObject(jsonHolder);
PlayerCrew.playerCrewManifest.Clear();

foreach (KeyValuePair<string,CrewMember> item in jdata)

PlayerCrew.playerCrewManifest.Add(item.Key, item.Value);
Debug.Log(item.Key);















c# unity3d litjson






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asked Nov 12 at 0:07









Dave cook

11




11







  • 1




    what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
    – LoneWanderer
    Nov 12 at 0:44










  • Please show us the structure of the CrewMember class
    – derHugo
    Nov 13 at 6:28












  • 1




    what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
    – LoneWanderer
    Nov 12 at 0:44










  • Please show us the structure of the CrewMember class
    – derHugo
    Nov 13 at 6:28







1




1




what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
– LoneWanderer
Nov 12 at 0:44




what are your exact errors ? which line ? can you provide a JSON as well as the correpsonding class code ?
– LoneWanderer
Nov 12 at 0:44












Please show us the structure of the CrewMember class
– derHugo
Nov 13 at 6:28




Please show us the structure of the CrewMember class
– derHugo
Nov 13 at 6:28












2 Answers
2






active

oldest

votes

















up vote
0
down vote













I recommend you to use NetJson. You can Deserialize using a generic type, including Dictionary.






share|improve this answer




















  • Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
    – Martin Gonzalez
    Nov 12 at 1:39










  • Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
    – Dave cook
    Nov 12 at 11:40










  • Oh! so its how @derHugo said.
    – Martin Gonzalez
    Nov 13 at 13:11

















up vote
0
down vote













The values in jdata might come as KeyValuePair<string, string>



the simplest way would be a simple constructor for your class CrewMember e.g. something like



[Serializable]
public class CrewMember

public string Name;

public CrewMember(string name)

Name = name;




Than you don't want the item.key since it will be the variable name (in this case Name) instead you want the item.Value.



Your json code could look like



JsonData jdata = JsonMapper.ToObject(jsonHolder);
PlayerCrew.playerCrewManifest.Clear();

foreach (KeyValuePair<string,string> item in jdata)

PlayerCrew.playerCrewManifest.Add(item.Value, new CrewMember(item.Value));
Debug.Log(item.Value);






share|improve this answer






















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    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes








    up vote
    0
    down vote













    I recommend you to use NetJson. You can Deserialize using a generic type, including Dictionary.






    share|improve this answer




















    • Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
      – Martin Gonzalez
      Nov 12 at 1:39










    • Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
      – Dave cook
      Nov 12 at 11:40










    • Oh! so its how @derHugo said.
      – Martin Gonzalez
      Nov 13 at 13:11














    up vote
    0
    down vote













    I recommend you to use NetJson. You can Deserialize using a generic type, including Dictionary.






    share|improve this answer




















    • Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
      – Martin Gonzalez
      Nov 12 at 1:39










    • Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
      – Dave cook
      Nov 12 at 11:40










    • Oh! so its how @derHugo said.
      – Martin Gonzalez
      Nov 13 at 13:11












    up vote
    0
    down vote










    up vote
    0
    down vote









    I recommend you to use NetJson. You can Deserialize using a generic type, including Dictionary.






    share|improve this answer












    I recommend you to use NetJson. You can Deserialize using a generic type, including Dictionary.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered Nov 12 at 1:36









    Martin Gonzalez

    945




    945











    • Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
      – Martin Gonzalez
      Nov 12 at 1:39










    • Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
      – Dave cook
      Nov 12 at 11:40










    • Oh! so its how @derHugo said.
      – Martin Gonzalez
      Nov 13 at 13:11
















    • Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
      – Martin Gonzalez
      Nov 12 at 1:39










    • Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
      – Dave cook
      Nov 12 at 11:40










    • Oh! so its how @derHugo said.
      – Martin Gonzalez
      Nov 13 at 13:11















    Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
    – Martin Gonzalez
    Nov 12 at 1:39




    Also, you can use PlayerPrefs.Set(key, myJson) since its a string. Then you can just use PlayerPrefs.Get to retrieve it
    – Martin Gonzalez
    Nov 12 at 1:39












    Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
    – Dave cook
    Nov 12 at 11:40




    Retrieving the Json string is not the issue. The issue is that it will not allow me to convert the text back to an object after I have loaded back from the file.Saving works just fine.
    – Dave cook
    Nov 12 at 11:40












    Oh! so its how @derHugo said.
    – Martin Gonzalez
    Nov 13 at 13:11




    Oh! so its how @derHugo said.
    – Martin Gonzalez
    Nov 13 at 13:11












    up vote
    0
    down vote













    The values in jdata might come as KeyValuePair<string, string>



    the simplest way would be a simple constructor for your class CrewMember e.g. something like



    [Serializable]
    public class CrewMember

    public string Name;

    public CrewMember(string name)

    Name = name;




    Than you don't want the item.key since it will be the variable name (in this case Name) instead you want the item.Value.



    Your json code could look like



    JsonData jdata = JsonMapper.ToObject(jsonHolder);
    PlayerCrew.playerCrewManifest.Clear();

    foreach (KeyValuePair<string,string> item in jdata)

    PlayerCrew.playerCrewManifest.Add(item.Value, new CrewMember(item.Value));
    Debug.Log(item.Value);






    share|improve this answer


























      up vote
      0
      down vote













      The values in jdata might come as KeyValuePair<string, string>



      the simplest way would be a simple constructor for your class CrewMember e.g. something like



      [Serializable]
      public class CrewMember

      public string Name;

      public CrewMember(string name)

      Name = name;




      Than you don't want the item.key since it will be the variable name (in this case Name) instead you want the item.Value.



      Your json code could look like



      JsonData jdata = JsonMapper.ToObject(jsonHolder);
      PlayerCrew.playerCrewManifest.Clear();

      foreach (KeyValuePair<string,string> item in jdata)

      PlayerCrew.playerCrewManifest.Add(item.Value, new CrewMember(item.Value));
      Debug.Log(item.Value);






      share|improve this answer
























        up vote
        0
        down vote










        up vote
        0
        down vote









        The values in jdata might come as KeyValuePair<string, string>



        the simplest way would be a simple constructor for your class CrewMember e.g. something like



        [Serializable]
        public class CrewMember

        public string Name;

        public CrewMember(string name)

        Name = name;




        Than you don't want the item.key since it will be the variable name (in this case Name) instead you want the item.Value.



        Your json code could look like



        JsonData jdata = JsonMapper.ToObject(jsonHolder);
        PlayerCrew.playerCrewManifest.Clear();

        foreach (KeyValuePair<string,string> item in jdata)

        PlayerCrew.playerCrewManifest.Add(item.Value, new CrewMember(item.Value));
        Debug.Log(item.Value);






        share|improve this answer














        The values in jdata might come as KeyValuePair<string, string>



        the simplest way would be a simple constructor for your class CrewMember e.g. something like



        [Serializable]
        public class CrewMember

        public string Name;

        public CrewMember(string name)

        Name = name;




        Than you don't want the item.key since it will be the variable name (in this case Name) instead you want the item.Value.



        Your json code could look like



        JsonData jdata = JsonMapper.ToObject(jsonHolder);
        PlayerCrew.playerCrewManifest.Clear();

        foreach (KeyValuePair<string,string> item in jdata)

        PlayerCrew.playerCrewManifest.Add(item.Value, new CrewMember(item.Value));
        Debug.Log(item.Value);







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Nov 13 at 6:31

























        answered Nov 13 at 6:24









        derHugo

        3,81421027




        3,81421027



























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