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Question by Linck · Jun 05, 2016 at 02:00 AM · jsontiled

Trouble with json file from tiled editor

So I was starting to work with Tiled which is a tilemap editor, and it can export a json file containing all the data of the tilemap. I am trying to load the data into a class, but there is a part of the json that I don't know how I'm going to convert.

So here is a summed up version of where the problem is in the json: (link to full codes at the end)

 {
     ...,
     "tilesets":[
         {
             ...,
             tiles: 
             {
                 "0": ...,
                 "1": ...,
                 ...
             }
         },
         ...
     ],
     ...
 }


As you can see, the property "tiles" is not a list of tiles, it is instead an object with some properties inside, like "0", "1", etc. I was expecting it to be something like:

 "tiles": [
     {
         "id": 0,
         ...
     },
     {
         "id": 1,
         ...
     },
     ...
 ]

As its not a list, I can't make a variable in my target class like "public Tile[] tiles" or something, because this is not an array. And this "tiles" object in the json, can have as many propeties as I generate tiles in the tiled editor, so this needs to be a dynamic thing. So the way it is right now, I can't think of anyway to convert this part of the json to a class. Is there any way to do it?

Here is my full code:

The full json: http://pastie.org/10864781

The class I'm trying to serialize the json into: http://pastie.org/10864784

The code I'm using to read the json: http://pastie.org/10864787

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Answer by Linck · Jun 05, 2016 at 08:11 PM

I managed to make it work using a different a different Json API: unity.Json.NET

I followed this tutorial to install it:

http://www.what-could-possibly-go-wrong.com/unity-and-nuget/

After installing that, in my target class, I treated this tiles as a dictionary, like this:

 public Dictionary<string, TileData> tiles;

And now it magically works.

The only problem is that they say this unity.Json.NET doesn't work with iOS, but I think I'm gonna have to deal with that in the future if I ever want to make a build for iOS =(

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