Quick and simple: –
var count = mrString.Count(x => x == '$')
Quick and simple: –
var count = mrString.Count(x => x == '$')
Quick example of deserializing a chunk of XML into a set of classes: –
<?xml version="1.0" encoding="UTF-8"?> <!-- Parser configuration control XML --> <parserConfig version="1.0"> <parsers> <!-- Test--> <parse count="6" output="[0][3] = [5];"> <checks> <check index="0" type="whiteSpace" /> <check index="1" type="alphaNumeric" content="test"/> <check index="2" type="whiteSpace" /> <check index="3" type="alphaNumeric" /> <check index="4" type="separator" /> <check index="5" type="alphaNumeric" /> </checks> </parse> <!-- Test2--> <parse count="4" output="[0][3]();"> <checks> <check index="0" type="whiteSpace" /> <check index="1" type="alphaNumeric" content="test2"/> <check index="2" type="whiteSpace" /> </checks> </parse> </parsers> </parserConfig>
[Serializable()] public class Parse { [XmlAttribute("count")] public int Count { get; set; } [XmlAttribute("output")] public string Output { get; set; } [XmlArray("checks")] [XmlArrayItem("check", typeof(Check))] public Check[] Check { get; set; } } [Serializable()] public class Check { [XmlAttribute("index")] public int Index { get; set; } [XmlAttribute("type")] public string Type { get; set; } [XmlAttribute("content")] public string Content { get; set; } } [Serializable()] [XmlRoot("parserConfig")] public class ParserCollection { [XmlArray("parsers")] [XmlArrayItem("parse", typeof(Parse))] public Parse[] Parse { get; set; } } public Parser() { ParserCollection config = null; string path = "../../../config.xml"; XmlSerializer serializer = new XmlSerializer(typeof(ParserCollection)); StreamReader reader = new StreamReader(path); config = (ParserCollection)serializer.Deserialize(reader); reader.Close(); }
Quick code snippet to grab all scene names in a project: –
public List<string> scenes; int sceneCount = UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; for (int i = 0; i < sceneCount; i++) { string sceneName = System.IO.Path.GetFileNameWithoutExtension(UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i)); scenes.Add(sceneName); Debug.Log("Scene: " + sceneName); }