Modelowanie_Wirtualnych_Swi.../Library/PackageCache/com.unity.collab-proxy@1.3.9/Editor/Common/SerializableDictionary.cs

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2021-04-11 20:41:04 +02:00
using System;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
namespace Unity.Cloud.Collaborate.Common
{
//http://answers.unity3d.com/answers/809221/view.html
[Serializable]
internal class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
{
[SerializeField]
List<TKey> m_Keys = new List<TKey>();
[SerializeField]
List<TValue> m_Values = new List<TValue>();
public SerializableDictionary()
{
}
public SerializableDictionary(IDictionary<TKey, TValue> input) : base(input)
{
}
// Save the dictionary to lists
public void OnBeforeSerialize()
{
m_Keys.Clear();
m_Values.Clear();
foreach (var pair in this)
{
m_Keys.Add(pair.Key);
m_Values.Add(pair.Value);
}
}
// load dictionary from lists
public void OnAfterDeserialize()
{
Clear();
if (m_Keys.Count != m_Values.Count)
{
throw new SerializationException($"there are {m_Keys.Count} keys and {m_Values.Count} " +
"values after deserialization. Make sure that both key and value types are serializable.");
}
for (var i = 0; i < m_Keys.Count; i++)
{
Add(m_Keys[i], m_Values[i]);
}
}
}
}