Unity MonoBehaviour 和ScriptableObject序列化字典Dictionary

本文介绍了Unity中针对MonoBehaviour和ScriptableObject的字典序列化问题,由于官方文档提供的方法不可用,作者提供了一个自定义的解决方案,并且包括了ScriptableObject的字典序列化实现。此外,还提供了测试加载代码以供参考。

官方文档有个MonoBehaviour的字典序列化,但不能用。
​​​​​​UnityEngine.ISerializationCallbackReceiver - Unity 脚本 API

using UnityEngine;
using System;
using System.Collections.Generic;

public class SerializationCallbackScript : MonoBehaviour, ISerializationCallbackReceiver
{
    public List<int> _keys = new List<int> { 3, 4, 5 };
    public List<string> _values = new List<string> { "I", "Love", "Unity" };

    //Unity doesn't know how to serialize a Dictionary
    public Dictionary<int, string>  _myDictionary = new Dictionary<int, string>();

    public void OnBeforeSerialize()
    {
        _keys.Clear();
        _values.Clear();

        foreach (var kvp in _myDictionary)
        {
            _keys.Add(kvp.Key);
            _values.Add(kvp.Value);
        }
    }

    public void OnAfterDeserialize()
    {
        _myDictionary = new Dictionary<int, string>();

        for (int i = 0; i != Math.Min(_keys.Count, _values.Count); i++)
            _myDictionary.Add(_keys[i], _values[i]);
    }

    void OnGUI()
    {
        foreach (var kvp in _myDictionary)
            GUILayout.Label("Key: " + kvp.Key + " value: " + kvp.Value);
    }
}

自己改写了一版能用的。

using UnityEngine;
using System;
using System.Collections.Generic;

public class SerializationCallbackScript : MonoBehaviour, ISerializationCallbackReceiver
{
    public List<int> _keys = new List<int> { 3, 4, 5 };
    public List<string> _values = new List<string> { "I", "Love", "Unity" };

    //Unity doesn't know how to serialize a Dictionary
    public Dictionary<int, string>  _myDictionary = new Dictionary<int, string>();

    public void OnBeforeSerialize()
    {
        
        foreach (var kvp in _myDictionary)
        {
            if (!_keys.Contains(kvp.Key))
            {
                _keys.Add(kvp.Key);
                _values.Add(kvp.Value);
            }
            else
            {
                int idx = _keys.IndexOf(kvp.Key);
                if (idx >= _values.Count)
                {
                    _values.Add(kvp.Value);
                }
                else
                {
                    _values[idx] = kvp.Value;
                }
            }
        }
    }

    public void OnAfterDeserialize()
    {
        _myDictionary.Clear();
        int count = Math.Min(_keys.Count, _values.Count);
        for (int i = 0; i < count; i++)
        {
            _myDictionary[_keys[i]] = _values[i];
        }
    }

    void OnGUI()
    {
        foreach (var kvp in _myDictionary)
            GUILayout.Label("Key: " + kvp.Key + " value: " + kvp.Value);
    }
}

顺便写了一版ScriptableObject的

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(menuName = "CreateScriptableObject/Dict")]
public class ScriptDict : ScriptableObject, ISerializationCallbackReceiver
{
    [SerializeField]
    private List<int> _keys = new List<int>();
    
    [SerializeField]
    private List<string> _values = new List<string>();

    //Unity doesn't know how to serialize a Dictionary
    private Dictionary<int, string>  _myDictionary = new Dictionary<int, string>();
    
    public void OnBeforeSerialize()
    {
        
        // _keys.Clear();
        // _values.Clear();
        
        foreach (var kvp in _myDictionary)
        {
            if (!_keys.Contains(kvp.Key))
            {
                _keys.Add(kvp.Key);
                _values.Add(kvp.Value);
            }
            else
            {
                int idx = _keys.IndexOf(kvp.Key);
                if (idx >= _values.Count)
                {
                    _values.Add(kvp.Value);
                }
                else
                {
                    _values[idx] = kvp.Value;
                }
            }
        }
    }

    public void OnAfterDeserialize()
    {
        _myDictionary.Clear();
        
        int count = Math.Min(_keys.Count, _values.Count);
        for (int i = 0; i < count; i++)
        {
            _myDictionary[_keys[i]] = _values[i];
        }
    }
    
    public string this[int k]
    {
        get
        {
            string v = string.Empty;
            _myDictionary.TryGetValue(k, out v);
            return v;
        }

        set
        {
            _myDictionary[k] = value;
        }
    }
}

测试加载代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestLoadScript : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        var sd = Resources.Load<ScriptDict>("ScriptDict");
        
        Debug.LogError(sd[0]);

    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

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