Last active
December 15, 2015 17:50
-
-
Save g0ody/5299674 to your computer and use it in GitHub Desktop.
Serializer Class for Unity3D to Convert MonoBehaviour Objects in Hashtables, which can be parsed to JSON or XML
*Serializes only the first MonoBehaviour of each GameObject, and loops through Children*
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
using System.Collections; | |
using System.Reflection; | |
using System; | |
public class SerializeUtility | |
{ | |
public static ArrayList ArrayToArrayList<T, U>(T[] data, Converter<T, U> converter) | |
{ | |
return ArrayList.Adapter(Array.ConvertAll(data, converter)); | |
} | |
public static U[] ArrayListToArray<T, U>(ArrayList data, Converter<T, U> converter) | |
{ | |
if (data != null) | |
return Array.ConvertAll((T[])data.ToArray(typeof(T)), converter); | |
else | |
return new U[0]; | |
} | |
public static Hashtable DictonaryToHashtable<T, U>(Dictionary<string, T> data, Converter<T, U> converter) | |
{ | |
Hashtable result = new Hashtable(); | |
foreach (var key in data.Keys) | |
result[key] = converter(data[key]); | |
return result; | |
} | |
public static Dictionary<string, U> HashtableToDictonary<T, U>(Hashtable data, Converter<T, U> converter) | |
{ | |
Dictionary<string, U> result = new Dictionary<string, U>(); | |
foreach (var key in data.Keys) | |
result[Convert.ToString(key)] = converter((T)data[key]); | |
return result; | |
} | |
public static Hashtable Serialize( object obj) | |
{ | |
Hashtable result = new Hashtable(); | |
if (obj != null) | |
{ | |
foreach (FieldInfo field in obj.GetType().GetFields()) | |
if (field.IsPublic && !field.FieldType.IsClass) | |
if(field.FieldType.IsEnum) | |
result[field.Name] = Convert.ToInt32(field.GetValue(obj)); | |
else | |
result[field.Name] = field.GetValue(obj); | |
} | |
return result; | |
} | |
public static Hashtable Serialize(Transform parent) | |
{ | |
Hashtable result = SerializeUtility.Serialize(parent.GetComponent<MonoBehaviour>()); | |
var count = parent.GetChildCount(); | |
for (var i = 0; i < count; i++) | |
{ | |
var child = parent.GetChild(i); | |
result[child.name] = SerializeUtility.Serialize(child); | |
} | |
return result; | |
} | |
public static void Deserialize(object obj, Hashtable data) | |
{ | |
if (obj != null && data != null) | |
{ | |
foreach (FieldInfo field in obj.GetType().GetFields()) | |
if (field.IsPublic && !field.FieldType.IsClass && data.ContainsKey(field.Name)) | |
if (field.FieldType.IsEnum) | |
field.SetValue(obj, Convert.ToInt32(data[field.Name])); | |
else | |
field.SetValue(obj, Convert.ChangeType(data[field.Name], field.FieldType)); | |
} | |
} | |
public static void Deserialize(Transform parent, Hashtable data) | |
{ | |
if (data != null) | |
{ | |
SerializeUtility.Deserialize(parent.GetComponent<MonoBehaviour>(), data); | |
var count = parent.GetChildCount(); | |
for (var i = 0; i < count; i++) | |
{ | |
var child = parent.GetChild(i); | |
if( data.ContainsKey(child.name)) | |
SerializeUtility.Deserialize(child, data[child.name] as Hashtable); | |
} | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment