Created
February 20, 2017 18:07
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using UnityEngine; | |
using System.Collections.Generic; | |
[System.Serializable] | |
public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver { | |
[SerializeField] | |
private List<TKey> keys = new List<TKey> (); | |
[SerializeField] | |
private List<TValue> values = new List<TValue> (); | |
// save the dictionary to lists | |
public void OnBeforeSerialize () { | |
keys.Clear (); | |
values.Clear (); | |
foreach (KeyValuePair<TKey, TValue> pair in this) { | |
keys.Add (pair.Key); | |
values.Add (pair.Value); | |
} | |
} | |
// load dictionary from lists | |
public void OnAfterDeserialize () { | |
this.Clear (); | |
if (keys.Count != values.Count) | |
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.")); | |
for (int i = 0; i < keys.Count; i++) | |
this.Add (keys[i], values[i]); | |
} | |
} |
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