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76 lines
2.2 KiB
C#
76 lines
2.2 KiB
C#
2 months ago
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using System;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A serializable dictionary implementation, as Unity still can't serialize Dictionaries natively
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///
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/// How to use :
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///
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/// For each type of dictionary you want to serialize, create a serializable class that inherits from MMSerializableDictionary,
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/// and override the constructor and the SerializationInfo constructor, like so (here with a string/int Dictionary) :
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///
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/// [Serializable]
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/// public class DictionaryStringInt : MMSerializableDictionary<string, int>
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/// {
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/// public DictionaryStringInt() : base() { }
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/// protected DictionaryStringInt(SerializationInfo info, StreamingContext context) : base(info, context) { }
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/// }
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///
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/// </summary>
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/// <typeparam name="TKey"></typeparam>
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/// <typeparam name="TValue"></typeparam>
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[Serializable]
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public class MMSerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
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{
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[SerializeField]
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protected List<TKey> _keys = new List<TKey>();
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[SerializeField]
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protected List<TValue> _values = new List<TValue>();
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public MMSerializableDictionary() : base() { }
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public MMSerializableDictionary(SerializationInfo info, StreamingContext context) : base(info, context) { }
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/// <summary>
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/// We save the dictionary to our two lists
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/// </summary>
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public void OnBeforeSerialize()
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{
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_keys.Clear();
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_values.Clear();
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foreach (KeyValuePair<TKey, TValue> pair in this)
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{
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_keys.Add(pair.Key);
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_values.Add(pair.Value);
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}
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}
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/// <summary>
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/// Loads our two lists to our dictionary
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/// </summary>
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/// <exception cref="Exception"></exception>
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public void OnAfterDeserialize()
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{
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this.Clear();
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if (_keys.Count != _values.Count)
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{
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Debug.LogError("MMSerializableDictionary : there are " + _keys.Count + " keys and " + _values.Count + " values after deserialization. Counts need to match, make sure both key and value types are serializable.");
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}
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for (int i = 0; i < _keys.Count; i++)
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{
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this.Add(_keys[i], _values[i]);
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}
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}
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}
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}
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