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52 行
1.1 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ResetParameters : Dictionary<string, float>, ISerializationCallbackReceiver
{
[System.Serializable]
public struct ResetParameter
{
public string key;
public float value;
}
[SerializeField]
private List<ResetParameter> resetParameters = new List<ResetParameter>();
public void OnBeforeSerialize()
{
resetParameters.Clear();
foreach (KeyValuePair<string, float> pair in this)
{
ResetParameter rp = new ResetParameter();
rp.key = pair.Key;
rp.value = pair.Value;
resetParameters.Add(rp);
}
}
public void OnAfterDeserialize()
{
this.Clear();
for (int i = 0; i < resetParameters.Count; i++)
{
if (this.ContainsKey(resetParameters[i].key))
{
Debug.LogError("The ResetParameters contains the same key twice");
}
else
{
this.Add(resetParameters[i].key, resetParameters[i].value);
}
}
}
}