Typ SerializationException „nie jest oznaczony jako możliwy do serializacji” - ale tak jest

W Windows Forms, .NET Framework 4.0, próbuję serializować instancję klasy, którą napisałem.

Klasa jest oznaczona jako Serializable, ale forma, która używa klasy (oczywiście), nie jest.

Nie chcę serializować instancji formularza. Chcę serializować dane, które mam w swojej klasie.

Wszystko w mojej klasie jest oznaczone jako Serializable, więc dlaczego wciąż otrzymuję wyjątek SerializationException?

(Kliknij>> TUTAJ << aby otworzyć obraz w pełnym rozmiarze w nowym oknie)

Aktualizacja:

Tutaj jest mójBrazierCuttoff klasa i powiązane części:

[Serializable()]
public class BrazierCuttoff : IEquatable<BrazierCuttoff> {
  private int qty;
  private int[] joint, pass, shift;
  private float mult;
  private BrazierPay a, b, c, d, e;
  public event EventHandler BrazierCuttoffChanged;
  public const int MAXIMUMSMALLQUANTITY = 20;
  EnumeratedLevel[,] eLvArray;
  /// <summary>
  /// Gets or Sets the Brazier Matrix values
  /// </summary>
  /// <param name="passRatioIndex">0=100%,1=95,2=90,3=85,4=80,5=75,6=70,7=65</param>
  /// <param name="minJointIndex">0=900,1=1200,2=1400,3=1600,4=1800,5=2000,6=2100,=2200</param>
  /// <returns>Brazier Matrix value</returns>
  public EnumeratedLevel this[int passRatioIndex, int minJointIndex] {
    get { return eLvArray[passRatioIndex, minJointIndex]; }
    set { eLvArray[passRatioIndex, minJointIndex] = value; }
  }
  /// <summary>
  /// Initializes a new Form Values object using default values
  /// </summary>
  public BrazierCuttoff() {
    A = new BrazierPay(5.0f);
    B = new BrazierPay(4.0f);
    C = new BrazierPay(3.0f);
    D = new BrazierPay(2.0f);
    E = new BrazierPay(1.0f);
    NA = new BrazierPay(0.0f);
    ShiftMinimum = new int[] { 12, 12, 12 };
    PassRatio = new int[] { 100, 95, 90, 85, 80, 75, 70, 65 };
    JointMinimum = new int[] { 900, 1200, 1400, 1600, 1800, 2000, 2100, 2200 };
    eLvArray = new EnumeratedLevel[8, 8];
    EnumeratedLevel level = EnumeratedLevel.NA_Silver;
    for (int y = 0; y < 8; y++) {
      for (int x = 0; x < 8; x++) {
        switch (y) {
          case 0: level = (x < 2) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
          case 1: level = (x == 0) ? EnumeratedLevel.C_Green : (x < 3) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
          case 2: level = (x < 2) ? EnumeratedLevel.C_Green : (x < 5) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
          case 3: level = (x == 0) ? EnumeratedLevel.D_Yellow : (x < 4) ? EnumeratedLevel.C_Green : (x < 6) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
          case 4: level = (x < 2) ? EnumeratedLevel.D_Yellow : (x < 5) ? EnumeratedLevel.C_Green : EnumeratedLevel.B_Blue; break;
          case 5: level = (x == 0) ? EnumeratedLevel.E_Orange : (x < 3) ? EnumeratedLevel.D_Yellow : (x < 6) ? EnumeratedLevel.C_Green : EnumeratedLevel.B_Blue; break;
          case 6: level = (x < 2) ? EnumeratedLevel.E_Orange : (x < 5) ? EnumeratedLevel.D_Yellow : EnumeratedLevel.C_Green; break;
          default: level = (x == 0) ? EnumeratedLevel.NA_Silver : (x < 5) ? EnumeratedLevel.E_Orange : EnumeratedLevel.D_Yellow; break;
        }
        eLvArray[x, y] = level;
      }
    }
  }

  private void broadcast() {
    if (BrazierCuttoffChanged != null) {
      BrazierCuttoffChanged(this, new EventArgs());
    }
  }
  /// <summary>
  /// Gets or Sets the A Pay Level data
  /// </summary>
  public BrazierPay A { get { return a; } set { if (a != value) { a = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the B Pay Level data
  /// </summary>
  public BrazierPay B { get { return b; } set { if (b != value) { b = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the C Pay Level data
  /// </summary>
  public BrazierPay C { get { return c; } set { if (c != value) { c = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the D Pay Level data
  /// </summary>
  public BrazierPay D { get { return d; } set { if (d != value) { d = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the E Pay Level data
  /// </summary>
  public BrazierPay E { get { return e; } set { if (e != value) { e = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the N/A Pay Level data
  /// </summary>
  public BrazierPay NA { get; private set; }

  public void Refresh() {
    const float delta = 0.01f;
    while (A.Dirty || B.Dirty || C.Dirty || D.Dirty || E.Dirty) {
      if (A.Dirty) {
        if (A.Value <= B.Value) B.Value = A.Value - delta;
        A.Dirty = false;
      } else if (B.Dirty) {
        if (B.Value <= C.Value) C.Value = B.Value - delta;
        if (A.Value <= B.Value) A.Value = B.Value + delta;
        B.Dirty = false;
      } else if (C.Dirty) {
        if (C.Value <= D.Value) D.Value = C.Value - delta;
        if (B.Value <= C.Value) B.Value = C.Value + delta;
        C.Dirty = false;
      } else if (D.Dirty) {
        if (D.Value <= E.Value) E.Value = D.Value - delta;
        if (C.Value <= D.Value) C.Value = D.Value + delta;
        D.Dirty = false;
      } else if (E.Dirty) {
        if (D.Value <= E.Value) D.Value = E.Value + delta;
        E.Dirty = false;
      }
    }
  }
  /// <summary>
  /// Gets the minimum Average Joints requirement
  /// </summary>
  public int AverageJoints { get { return JointMinimum[0]; } }
  /// <summary>
  /// Gets the minimum Chamber Pass Ratio requirement
  /// </summary>
  public int FirstTimePassRate { get { return PassRatio[PassRatio.Length - 1]; } }
  /// <summary>
  /// Gets or sets the Minimum Average Joints requirements (Range: 0 @ 900 to 7 @ 2200)
  /// </summary>
  public int[] JointMinimum { get { return joint; } set { if (joint != value) { joint = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the Chamber Pass Ratio levels (Range: 0 @ 100% to 7 @ 65%)
  /// </summary>
  public int[] PassRatio { get { return pass; } set { if (pass != value) { pass = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the Integral Array of minimum shifts required to qualify for a bonus
  /// </summary>
  public int[] ShiftMinimum { get { return shift; } set { if (shift != value) { shift = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the Small Workorder Multiplier (1 is default/disable)
  /// </summary>
  public float SmallWoMulti { get { return mult; } set { if (mult != value) { mult = value; broadcast(); } } }
  /// <summary>
  /// Gets or Sets the Small Workorder Quantity value (0 is disable)
  /// </summary>
  public int SmallWoQty { get { return qty; } set { if (qty != value) { qty = value; broadcast(); } } }

  #region IEquatable<BrazierCuttoff> Members

  public bool Equals(BrazierCuttoff other) {
    if (other != null) {
      if ((A == other.A) && (B == other.B) && (C == other.C) && (D == other.D) && (E == other.E) && (NA == other.NA)) {
        if ((ShiftMinimum == other.ShiftMinimum) && (PassRatio == other.PassRatio) && (JointMinimum == other.JointMinimum)) {
          return (eLvArray == other.eLvArray);
        }
      }
    }
    return false;
  }

  #endregion

}

To jestBrazierPay obiekt używany w powyższej klasie:

[Serializable()]
public class BrazierPay {
  float pay;
  public BrazierPay(float payLevel) {
    Dirty = false;
    pay = payLevel;
  }
  public float Value {
    get { return pay; }
    set {
      if (pay != value) {
        Dirty = true;
        pay = value;
      }
    }
  }
  public bool Dirty { get; set; }
  public string DollarValue { get { return string.Format("{0:C}", pay); } }
  public string Formatted { get { return string.Format("{0:F}", pay); } }
  public override string ToString() { return Formatted; }
}

Oznaczyłem nawet ten typ wyliczeniowy jako Serializable (choć nie powinien go potrzebować):

[Serializable()]
public enum EnumeratedLevel {
  NA_Silver = Clicker.NA_Silver, // Color.Silver
  E_Orange = Clicker.E_Orange, // Color.Orange
  D_Yellow = Clicker.D_Yellow, // Color.Yellow
  C_Green = Clicker.C_Green, // Color.Lime
  B_Blue = Clicker.B_Blue, // Color.DodgerBlue
  A_Violet = Clicker.A_Violet, // Color.Violet
}

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