A property set for Unity that serializes to string












0












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This a Dictionary<string,string> I can attach to GameObject and that is serializable since Unity cannot serialize them by default.



I decided to leverage TypeDescriptor to be able to convert any type of convertible object instead of adding numerous overloads such as GetInt, GetFloat, GetBool, GetString.



Small drawback: it is inherently slower since TypeDescriptor uses reflection.



I decided to not implement IDictionary<TKey,TValue> for a couple of reasons:




  • exposing Keys property would be confusing since values are not all string

  • the enumerator makes little sense as well unless it returns object values

  • there are many members that I will never use from it


It works as expected, simple and straightforward but improvements are welcome!



using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using JetBrains.Annotations;
using UnityEngine;

namespace ZeroAG.Scene
{
[SuppressMessage("ReSharper", "IdentifierTypo")]
public class PropertySet : MonoBehaviour, IPropertySet, ISerializationCallbackReceiver
{
internal const string DictionaryKeysProperty = nameof(_dictionaryKeys);
internal const string DictionaryValsProperty = nameof(_dictionaryVals);

private Dictionary<string, string> _dictionary = new Dictionary<string, string>();

[SerializeField]
[HideInInspector]
private List<string> _dictionaryKeys = new List<string>();

[SerializeField]
[HideInInspector]
private List<string> _dictionaryVals = new List<string>();

#region IPropertySet Members

public void Clear()
{
_dictionary.Clear();
}

public bool ContainsKey(string key)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

return _dictionary.ContainsKey(key);
}

public T GetValue<T>(string key)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

var converter = TypeDescriptor.GetConverter(typeof(T));

if (!converter.CanConvertFrom(typeof(string)))
throw new InvalidCastException($"Cannot convert from {typeof(string)} to {typeof(T)}.");

var value = _dictionary[key];

var o = converter.ConvertFromInvariantString(value);
if (o is T result)
return result;

throw new InvalidCastException($"Converted value is not of type {typeof(T)}.");
}

public bool Remove(string key)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

return _dictionary.Remove(key);
}

public void SetValue<T>(string key, T value)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

if (value == null)
throw new ArgumentNullException(nameof(value));

var converter = TypeDescriptor.GetConverter(typeof(T));

if (!converter.CanConvertTo(typeof(string)))
throw new InvalidOperationException($"Cannot convert from {typeof(T)} to {typeof(string)}.");

var result = converter.ConvertToInvariantString(value);

AddOrUpdate(key, result);
}

public bool TryGetValue<T>(string key, out T result)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

try
{
result = GetValue<T>(key);
return true;
}
catch
{
result = default(T);
return false;
}
}

#endregion

#region ISerializationCallbackReceiver Members

void ISerializationCallbackReceiver.OnAfterDeserialize()
{
_dictionary = _dictionaryKeys.Zip(_dictionaryVals, (k, v) => new {k, v}).ToDictionary(s => s.k, s => s.v);
}

void ISerializationCallbackReceiver.OnBeforeSerialize()
{
_dictionaryKeys = _dictionary.Keys.ToList();
_dictionaryVals = _dictionary.Values.ToList();
}

#endregion

private void AddOrUpdate([NotNull] string key, string value)
{
if (key == null)
throw new ArgumentNullException(nameof(key));

if (_dictionary.ContainsKey(key))
{
_dictionary[key] = value;
}
else
{
_dictionary.Add(key, value);
}
}
}
}








share









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    0












    $begingroup$


    This a Dictionary<string,string> I can attach to GameObject and that is serializable since Unity cannot serialize them by default.



    I decided to leverage TypeDescriptor to be able to convert any type of convertible object instead of adding numerous overloads such as GetInt, GetFloat, GetBool, GetString.



    Small drawback: it is inherently slower since TypeDescriptor uses reflection.



    I decided to not implement IDictionary<TKey,TValue> for a couple of reasons:




    • exposing Keys property would be confusing since values are not all string

    • the enumerator makes little sense as well unless it returns object values

    • there are many members that I will never use from it


    It works as expected, simple and straightforward but improvements are welcome!



    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Diagnostics.CodeAnalysis;
    using System.Linq;
    using JetBrains.Annotations;
    using UnityEngine;

    namespace ZeroAG.Scene
    {
    [SuppressMessage("ReSharper", "IdentifierTypo")]
    public class PropertySet : MonoBehaviour, IPropertySet, ISerializationCallbackReceiver
    {
    internal const string DictionaryKeysProperty = nameof(_dictionaryKeys);
    internal const string DictionaryValsProperty = nameof(_dictionaryVals);

    private Dictionary<string, string> _dictionary = new Dictionary<string, string>();

    [SerializeField]
    [HideInInspector]
    private List<string> _dictionaryKeys = new List<string>();

    [SerializeField]
    [HideInInspector]
    private List<string> _dictionaryVals = new List<string>();

    #region IPropertySet Members

    public void Clear()
    {
    _dictionary.Clear();
    }

    public bool ContainsKey(string key)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    return _dictionary.ContainsKey(key);
    }

    public T GetValue<T>(string key)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    var converter = TypeDescriptor.GetConverter(typeof(T));

    if (!converter.CanConvertFrom(typeof(string)))
    throw new InvalidCastException($"Cannot convert from {typeof(string)} to {typeof(T)}.");

    var value = _dictionary[key];

    var o = converter.ConvertFromInvariantString(value);
    if (o is T result)
    return result;

    throw new InvalidCastException($"Converted value is not of type {typeof(T)}.");
    }

    public bool Remove(string key)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    return _dictionary.Remove(key);
    }

    public void SetValue<T>(string key, T value)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    if (value == null)
    throw new ArgumentNullException(nameof(value));

    var converter = TypeDescriptor.GetConverter(typeof(T));

    if (!converter.CanConvertTo(typeof(string)))
    throw new InvalidOperationException($"Cannot convert from {typeof(T)} to {typeof(string)}.");

    var result = converter.ConvertToInvariantString(value);

    AddOrUpdate(key, result);
    }

    public bool TryGetValue<T>(string key, out T result)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    try
    {
    result = GetValue<T>(key);
    return true;
    }
    catch
    {
    result = default(T);
    return false;
    }
    }

    #endregion

    #region ISerializationCallbackReceiver Members

    void ISerializationCallbackReceiver.OnAfterDeserialize()
    {
    _dictionary = _dictionaryKeys.Zip(_dictionaryVals, (k, v) => new {k, v}).ToDictionary(s => s.k, s => s.v);
    }

    void ISerializationCallbackReceiver.OnBeforeSerialize()
    {
    _dictionaryKeys = _dictionary.Keys.ToList();
    _dictionaryVals = _dictionary.Values.ToList();
    }

    #endregion

    private void AddOrUpdate([NotNull] string key, string value)
    {
    if (key == null)
    throw new ArgumentNullException(nameof(key));

    if (_dictionary.ContainsKey(key))
    {
    _dictionary[key] = value;
    }
    else
    {
    _dictionary.Add(key, value);
    }
    }
    }
    }








    share









    $endgroup$















      0












      0








      0





      $begingroup$


      This a Dictionary<string,string> I can attach to GameObject and that is serializable since Unity cannot serialize them by default.



      I decided to leverage TypeDescriptor to be able to convert any type of convertible object instead of adding numerous overloads such as GetInt, GetFloat, GetBool, GetString.



      Small drawback: it is inherently slower since TypeDescriptor uses reflection.



      I decided to not implement IDictionary<TKey,TValue> for a couple of reasons:




      • exposing Keys property would be confusing since values are not all string

      • the enumerator makes little sense as well unless it returns object values

      • there are many members that I will never use from it


      It works as expected, simple and straightforward but improvements are welcome!



      using System;
      using System.Collections.Generic;
      using System.ComponentModel;
      using System.Diagnostics.CodeAnalysis;
      using System.Linq;
      using JetBrains.Annotations;
      using UnityEngine;

      namespace ZeroAG.Scene
      {
      [SuppressMessage("ReSharper", "IdentifierTypo")]
      public class PropertySet : MonoBehaviour, IPropertySet, ISerializationCallbackReceiver
      {
      internal const string DictionaryKeysProperty = nameof(_dictionaryKeys);
      internal const string DictionaryValsProperty = nameof(_dictionaryVals);

      private Dictionary<string, string> _dictionary = new Dictionary<string, string>();

      [SerializeField]
      [HideInInspector]
      private List<string> _dictionaryKeys = new List<string>();

      [SerializeField]
      [HideInInspector]
      private List<string> _dictionaryVals = new List<string>();

      #region IPropertySet Members

      public void Clear()
      {
      _dictionary.Clear();
      }

      public bool ContainsKey(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      return _dictionary.ContainsKey(key);
      }

      public T GetValue<T>(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      var converter = TypeDescriptor.GetConverter(typeof(T));

      if (!converter.CanConvertFrom(typeof(string)))
      throw new InvalidCastException($"Cannot convert from {typeof(string)} to {typeof(T)}.");

      var value = _dictionary[key];

      var o = converter.ConvertFromInvariantString(value);
      if (o is T result)
      return result;

      throw new InvalidCastException($"Converted value is not of type {typeof(T)}.");
      }

      public bool Remove(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      return _dictionary.Remove(key);
      }

      public void SetValue<T>(string key, T value)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      if (value == null)
      throw new ArgumentNullException(nameof(value));

      var converter = TypeDescriptor.GetConverter(typeof(T));

      if (!converter.CanConvertTo(typeof(string)))
      throw new InvalidOperationException($"Cannot convert from {typeof(T)} to {typeof(string)}.");

      var result = converter.ConvertToInvariantString(value);

      AddOrUpdate(key, result);
      }

      public bool TryGetValue<T>(string key, out T result)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      try
      {
      result = GetValue<T>(key);
      return true;
      }
      catch
      {
      result = default(T);
      return false;
      }
      }

      #endregion

      #region ISerializationCallbackReceiver Members

      void ISerializationCallbackReceiver.OnAfterDeserialize()
      {
      _dictionary = _dictionaryKeys.Zip(_dictionaryVals, (k, v) => new {k, v}).ToDictionary(s => s.k, s => s.v);
      }

      void ISerializationCallbackReceiver.OnBeforeSerialize()
      {
      _dictionaryKeys = _dictionary.Keys.ToList();
      _dictionaryVals = _dictionary.Values.ToList();
      }

      #endregion

      private void AddOrUpdate([NotNull] string key, string value)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      if (_dictionary.ContainsKey(key))
      {
      _dictionary[key] = value;
      }
      else
      {
      _dictionary.Add(key, value);
      }
      }
      }
      }








      share









      $endgroup$




      This a Dictionary<string,string> I can attach to GameObject and that is serializable since Unity cannot serialize them by default.



      I decided to leverage TypeDescriptor to be able to convert any type of convertible object instead of adding numerous overloads such as GetInt, GetFloat, GetBool, GetString.



      Small drawback: it is inherently slower since TypeDescriptor uses reflection.



      I decided to not implement IDictionary<TKey,TValue> for a couple of reasons:




      • exposing Keys property would be confusing since values are not all string

      • the enumerator makes little sense as well unless it returns object values

      • there are many members that I will never use from it


      It works as expected, simple and straightforward but improvements are welcome!



      using System;
      using System.Collections.Generic;
      using System.ComponentModel;
      using System.Diagnostics.CodeAnalysis;
      using System.Linq;
      using JetBrains.Annotations;
      using UnityEngine;

      namespace ZeroAG.Scene
      {
      [SuppressMessage("ReSharper", "IdentifierTypo")]
      public class PropertySet : MonoBehaviour, IPropertySet, ISerializationCallbackReceiver
      {
      internal const string DictionaryKeysProperty = nameof(_dictionaryKeys);
      internal const string DictionaryValsProperty = nameof(_dictionaryVals);

      private Dictionary<string, string> _dictionary = new Dictionary<string, string>();

      [SerializeField]
      [HideInInspector]
      private List<string> _dictionaryKeys = new List<string>();

      [SerializeField]
      [HideInInspector]
      private List<string> _dictionaryVals = new List<string>();

      #region IPropertySet Members

      public void Clear()
      {
      _dictionary.Clear();
      }

      public bool ContainsKey(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      return _dictionary.ContainsKey(key);
      }

      public T GetValue<T>(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      var converter = TypeDescriptor.GetConverter(typeof(T));

      if (!converter.CanConvertFrom(typeof(string)))
      throw new InvalidCastException($"Cannot convert from {typeof(string)} to {typeof(T)}.");

      var value = _dictionary[key];

      var o = converter.ConvertFromInvariantString(value);
      if (o is T result)
      return result;

      throw new InvalidCastException($"Converted value is not of type {typeof(T)}.");
      }

      public bool Remove(string key)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      return _dictionary.Remove(key);
      }

      public void SetValue<T>(string key, T value)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      if (value == null)
      throw new ArgumentNullException(nameof(value));

      var converter = TypeDescriptor.GetConverter(typeof(T));

      if (!converter.CanConvertTo(typeof(string)))
      throw new InvalidOperationException($"Cannot convert from {typeof(T)} to {typeof(string)}.");

      var result = converter.ConvertToInvariantString(value);

      AddOrUpdate(key, result);
      }

      public bool TryGetValue<T>(string key, out T result)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      try
      {
      result = GetValue<T>(key);
      return true;
      }
      catch
      {
      result = default(T);
      return false;
      }
      }

      #endregion

      #region ISerializationCallbackReceiver Members

      void ISerializationCallbackReceiver.OnAfterDeserialize()
      {
      _dictionary = _dictionaryKeys.Zip(_dictionaryVals, (k, v) => new {k, v}).ToDictionary(s => s.k, s => s.v);
      }

      void ISerializationCallbackReceiver.OnBeforeSerialize()
      {
      _dictionaryKeys = _dictionary.Keys.ToList();
      _dictionaryVals = _dictionary.Values.ToList();
      }

      #endregion

      private void AddOrUpdate([NotNull] string key, string value)
      {
      if (key == null)
      throw new ArgumentNullException(nameof(key));

      if (_dictionary.ContainsKey(key))
      {
      _dictionary[key] = value;
      }
      else
      {
      _dictionary.Add(key, value);
      }
      }
      }
      }






      c# dictionary unity3d type-safety





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