50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
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{
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[System.Serializable]
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struct WrapValueClass
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{
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public TValue Value;
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}
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[SerializeField]
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private List<TKey> keys = new List<TKey>();
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[SerializeField]
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private List<WrapValueClass> values = new List<WrapValueClass>();
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// save the dictionary to lists
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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(new WrapValueClass() { Value = pair.Value });
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}
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}
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// load dictionary from lists
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public void OnAfterDeserialize()
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{
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this.Clear();
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if (keys.Count > 0 && values.Count > 0)
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{
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if (keys.Count != values.Count)
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throw new System.Exception(string.Format("there are {0} keys and {1} values after deserialization. Make sure that both key and value types are serializable."));
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for (int i = 0; i < keys.Count; i++)
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this.Add(keys[i], values[i].Value);
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}
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}
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}
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}
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