Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Common/SerializedDictionary.cs
2024-05-06 11:45:45 -07:00

120 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering
{
/// <summary>
/// Unity can't serialize Dictionary so here's a custom wrapper that does. Note that you have to
/// extend it before it can be serialized as Unity won't serialized generic-based types either.
/// </summary>
/// <typeparam name="K">The key type</typeparam>
/// <typeparam name="V">The value</typeparam>
/// <example>
/// public sealed class MyDictionary : SerializedDictionary&lt;KeyType, ValueType&gt; {}
/// </example>
[Serializable]
public class SerializedDictionary<K, V> : SerializedDictionary<K, V, K, V>
{
/// <summary>
/// Conversion to serialize a key
/// </summary>
/// <param name="key">The key to serialize</param>
/// <returns>The Key that has been serialized</returns>
public override K SerializeKey(K key) => key;
/// <summary>
/// Conversion to serialize a value
/// </summary>
/// <param name="val">The value</param>
/// <returns>The value</returns>
public override V SerializeValue(V val) => val;
/// <summary>
/// Conversion to serialize a key
/// </summary>
/// <param name="key">The key to serialize</param>
/// <returns>The Key that has been serialized</returns>
public override K DeserializeKey(K key) => key;
/// <summary>
/// Conversion to serialize a value
/// </summary>
/// <param name="val">The value</param>
/// <returns>The value</returns>
public override V DeserializeValue(V val) => val;
}
/// <summary>
/// Dictionary that can serialize keys and values as other types
/// </summary>
/// <typeparam name="K">The key type</typeparam>
/// <typeparam name="V">The value type</typeparam>
/// <typeparam name="SK">The type which the key will be serialized for</typeparam>
/// <typeparam name="SV">The type which the value will be serialized for</typeparam>
[Serializable]
public abstract class SerializedDictionary<K, V, SK, SV> : Dictionary<K, V>, ISerializationCallbackReceiver
{
[SerializeField]
List<SK> m_Keys = new List<SK>();
[SerializeField]
List<SV> m_Values = new List<SV>();
/// <summary>
/// From <see cref="K"/> to <see cref="SK"/>
/// </summary>
/// <param name="key">They key in <see cref="K"/></param>
/// <returns>The key in <see cref="SK"/></returns>
public abstract SK SerializeKey(K key);
/// <summary>
/// From <see cref="V"/> to <see cref="SV"/>
/// </summary>
/// <param name="value">The value in <see cref="V"/></param>
/// <returns>The value in <see cref="SV"/></returns>
public abstract SV SerializeValue(V value);
/// <summary>
/// From <see cref="SK"/> to <see cref="K"/>
/// </summary>
/// <param name="serializedKey">They key in <see cref="SK"/></param>
/// <returns>The key in <see cref="K"/></returns>
public abstract K DeserializeKey(SK serializedKey);
/// <summary>
/// From <see cref="SV"/> to <see cref="V"/>
/// </summary>
/// <param name="serializedValue">The value in <see cref="SV"/></param>
/// <returns>The value in <see cref="V"/></returns>
public abstract V DeserializeValue(SV serializedValue);
/// <summary>
/// OnBeforeSerialize implementation.
/// </summary>
public void OnBeforeSerialize()
{
m_Keys.Clear();
m_Values.Clear();
foreach (var kvp in this)
{
m_Keys.Add(SerializeKey(kvp.Key));
m_Values.Add(SerializeValue(kvp.Value));
}
}
/// <summary>
/// OnAfterDeserialize implementation.
/// </summary>
public void OnAfterDeserialize()
{
for (int i = 0; i < m_Keys.Count; i++)
Add(DeserializeKey(m_Keys[i]), DeserializeValue(m_Values[i]));
m_Keys.Clear();
m_Values.Clear();
}
}
}