private Lazy<Dictionary<TKey, int>> _keyPositions; public SerializableDictionary() { _keyPositions = new Lazy<Dictionary<TKey, int>>(MakeKeyPositions); } private Dictionary<TKey, int> MakeKeyPositions() { var dictionary = new Dictionary<TKey, int>(list.Count); for (var i = 0; i < ...
unity SerializableDictionary用法 String.Format (String, Object) 将指定的 String 中的格式项替换为指定的 Object 实例的值的文本等效项。 String.Format (String, Object[]) 将指定 String 中的格式项替换为指定数组中相应 Object 实例的值的文本等效项。 String.Format (IFormatProvider, String, Object[]) 将...
而Unity原生的List可以有动态的行高,那我直接把自定义绘制方法去掉,并用上复杂数据结构试试。 publicclassExample:MonoBehaviour{publicSerializableDictionary<string,VelocityState>velocityStates;publicSerializableDictionary<string,List<GameObject>>gameObjects;publicSerializableDictionary<string,SerializableDictionary<string,Colo...
int>();publicQS_Dictionary(){}privateDictionary<TKey,int>MakeKeyPositions(){vardictionary=newDictionary<TKey,int>(_list.Count);for(vari=0;i<_list.Count;i++){dictionary[_list[i]._Key]=i;}returndictionary;}publicvoidOnBeforeSerialize(){}publicvoidOnAfterDeserialize(){_keyPositions...
Use the SerializableDictionary from Mathieu Le Ber on your next project. Find this integration tool & more on the Unity Asset Store.
To create a serializable dictionary of type<string, string>: Create aSerializableDictionarysubclass [Serializable] public class StringStringDictionary : SerializableDictionary<string, string> {} UseStringStringDictionaryin your scripts as a normalIDictionary<string, string>type ...
假设我们有一个带有非序列化属性的类(例如Dictionary),我们可以使用ISerializationCallbackReceiver将其数据存储到可序列化的列表中,以便 Unity 能够正确保存和还原该数据。 [Serializable] public class SerializedDictionary<TKey, TValue> : ISerializationCallbackReceiver { [SerializeField] List<TKey> m_Keys = new...
If using C# deserialization in Unity, it is slow than native serialization process such as ScriptableObject but Unity's native serialization does not support dictionary and llookup(multi dictionary). SerializableDictionary provides native dictionary serialize and deserialize, it is extreme fast. ...
usingSystem.Collections.Generic;usingUnityEngine;[System.Serializable]publicclassFanDict<K,T>{[SerializeField]privateFanKeyValue<K,T>[]_keyValueElements;privateDictionary<K,T>_dict;publicvoidInit(){_dict=newDictionary<K,T>();foreach(var e in _keyValueElements){TryAdd(e.Key,e.value);}}public...
Serializable是.Net自带的序列化 有时候我们会自定义一些单独的class/struct, 由于这些类并没有从 MonoBehavior 派生所以默认并不被Unity3D识别为可以Serialize的结构。自然也就不会在Inspector中显示。我们可以通过添加 [System.Serializable]这个Attribute使Unity3D检测并注册这些类为可Serialize的类型。具体做法如下: ...