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58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
3 months ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace AV.Inspector
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{
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[Serializable]
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internal class SerializedTable<TKey, TValue> : ISerializationCallbackReceiver
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{
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[Serializable]
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public struct Pair
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{
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public TKey key;
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public TValue value;
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}
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[SerializeField] List<Pair> list = new List<Pair>();
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public readonly Dictionary<TKey, TValue> table = new Dictionary<TKey, TValue>();
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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list.Clear();
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foreach (var kvp in table)
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{
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list.Add(new Pair { key = kvp.Key, value = kvp.Value });
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}
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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table.Clear();
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foreach (var pair in list)
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table.Add(pair.key, pair.value);
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}
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public TValue Get(TKey key, TValue @default = default)
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{
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if (!TryGet(key, out var value))
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Set(key, @default);
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return value;
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}
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public bool TryGet(TKey key, out TValue value)
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{
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return table.TryGetValue(key, out value);
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}
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public void Set(TKey key, TValue value)
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{
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if (table.ContainsKey(key))
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table[key] = value;
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else
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table.Add(key, value);
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}
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}
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}
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