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