Files
BABA_YAGA/Packages/app.rive.rive-unity/Runtime/Components/SerializedDictionary.cs
2026-05-19 17:39:03 +07:00

43 lines
1.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Rive.Utils
{
[System.Serializable]
internal class SerializedDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
{
[SerializeField]
private List<TKey> m_keys = new List<TKey>();
[SerializeField]
private List<TValue> m_values = new List<TValue>();
public void OnBeforeSerialize()
{
m_keys.Clear();
m_values.Clear();
foreach (KeyValuePair<TKey, TValue> pair in this)
{
m_keys.Add(pair.Key);
m_values.Add(pair.Value);
}
}
public void OnAfterDeserialize()
{
this.Clear();
if (m_keys.Count != m_values.Count)
throw new System.Exception($"Key count ({m_keys.Count}) does not match value count ({m_values.Count}). Verify that both key and value types can be serialized.");
for (int i = 0; i < m_keys.Count; i++)
this.Add(m_keys[i], m_values[i]);
}
#if UNITY_EDITOR
internal static string BindingPath_Keys => nameof(m_keys);
internal static string BindingPath_Values => nameof(m_values);
#endif
}
}