Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
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{
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[SerializeField]
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private List<TKey> keys = new List<TKey>();
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[SerializeField]
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private List<TValue> values = new List<TValue>();
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// save the dictionary to lists
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public void OnBeforeSerialize()
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{
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keys.Clear();
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values.Clear();
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foreach (var pair in this)
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{
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keys.Add(pair.Key);
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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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this.Clear();
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if (keys.Count != values.Count)
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{
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throw new System.Exception(string.Format(
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"there are {0} keys and {1} 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 < keys.Count; i++)
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{
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this.Add(keys[i], values[i]);
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}
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}
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}
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