146 lines
4.9 KiB
C#
146 lines
4.9 KiB
C#
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using System;
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using System.Diagnostics;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering
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{
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internal sealed class SerializedDictionaryDebugView<K, V>
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{
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private IDictionary<K, V> dict;
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public SerializedDictionaryDebugView(IDictionary<K, V> dictionary)
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{
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if (dictionary == null)
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throw new ArgumentNullException(dictionary.ToString());
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this.dict = dictionary;
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}
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[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
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public KeyValuePair<K, V>[] Items
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{
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get
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{
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KeyValuePair<K, V>[] items = new KeyValuePair<K, V>[dict.Count];
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dict.CopyTo(items, 0);
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return items;
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}
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}
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}
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/// <summary>
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/// Unity can't serialize Dictionary so here's a custom wrapper that does. Note that you have to
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/// extend it before it can be serialized as Unity won't serialized generic-based types either.
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/// </summary>
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/// <typeparam name="K">The key type</typeparam>
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/// <typeparam name="V">The value</typeparam>
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/// <example>
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/// public sealed class MyDictionary : SerializedDictionary<KeyType, ValueType> {}
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/// </example>
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[Serializable]
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[DebuggerDisplay("Count = {Count}")]
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[DebuggerTypeProxy(typeof(SerializedDictionaryDebugView<, >))]
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public class SerializedDictionary<K, V> : SerializedDictionary<K, V, K, V>
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{
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/// <summary>
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/// Conversion to serialize a key
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/// </summary>
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/// <param name="key">The key to serialize</param>
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/// <returns>The Key that has been serialized</returns>
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public override K SerializeKey(K key) => key;
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/// <summary>
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/// Conversion to serialize a value
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/// </summary>
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/// <param name="val">The value</param>
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/// <returns>The value</returns>
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public override V SerializeValue(V val) => val;
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/// <summary>
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/// Conversion to serialize a key
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/// </summary>
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/// <param name="key">The key to serialize</param>
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/// <returns>The Key that has been serialized</returns>
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public override K DeserializeKey(K key) => key;
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/// <summary>
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/// Conversion to serialize a value
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/// </summary>
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/// <param name="val">The value</param>
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/// <returns>The value</returns>
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public override V DeserializeValue(V val) => val;
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}
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/// <summary>
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/// Dictionary that can serialize keys and values as other types
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/// </summary>
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/// <typeparam name="K">The key type</typeparam>
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/// <typeparam name="V">The value type</typeparam>
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/// <typeparam name="SK">The type which the key will be serialized for</typeparam>
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/// <typeparam name="SV">The type which the value will be serialized for</typeparam>
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[Serializable]
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public abstract class SerializedDictionary<K, V, SK, SV> : Dictionary<K, V>, ISerializationCallbackReceiver
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{
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[SerializeField]
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List<SK> m_Keys = new List<SK>();
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[SerializeField]
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List<SV> m_Values = new List<SV>();
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/// <summary>
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/// From <see cref="K"/> to <see cref="SK"/>
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/// </summary>
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/// <param name="key">They key in <see cref="K"/></param>
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/// <returns>The key in <see cref="SK"/></returns>
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public abstract SK SerializeKey(K key);
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/// <summary>
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/// From <see cref="V"/> to <see cref="SV"/>
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/// </summary>
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/// <param name="value">The value in <see cref="V"/></param>
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/// <returns>The value in <see cref="SV"/></returns>
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public abstract SV SerializeValue(V value);
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/// <summary>
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/// From <see cref="SK"/> to <see cref="K"/>
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/// </summary>
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/// <param name="serializedKey">They key in <see cref="SK"/></param>
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/// <returns>The key in <see cref="K"/></returns>
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public abstract K DeserializeKey(SK serializedKey);
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/// <summary>
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/// From <see cref="SV"/> to <see cref="V"/>
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/// </summary>
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/// <param name="serializedValue">The value in <see cref="SV"/></param>
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/// <returns>The value in <see cref="V"/></returns>
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public abstract V DeserializeValue(SV serializedValue);
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/// <summary>
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/// OnBeforeSerialize implementation.
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/// </summary>
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public void OnBeforeSerialize()
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{
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m_Keys.Clear();
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m_Values.Clear();
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foreach (var kvp in this)
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{
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m_Keys.Add(SerializeKey(kvp.Key));
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m_Values.Add(SerializeValue(kvp.Value));
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}
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}
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/// <summary>
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/// OnAfterDeserialize implementation.
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/// </summary>
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public void OnAfterDeserialize()
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{
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Clear();
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for (int i = 0; i < m_Keys.Count; i++)
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Add(DeserializeKey(m_Keys[i]), DeserializeValue(m_Values[i]));
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}
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}
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}
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