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using System.Collections.Generic;
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using UnityEngine;
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namespace Rive.Utils
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{
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[System.Serializable]
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internal class SerializedDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver
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{
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[SerializeField]
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private List<TKey> m_keys = new List<TKey>();
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[SerializeField]
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private List<TValue> m_values = new List<TValue>();
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public void OnBeforeSerialize()
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{
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m_keys.Clear();
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m_values.Clear();
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foreach (KeyValuePair<TKey, TValue> pair in this)
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{
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m_keys.Add(pair.Key);
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m_values.Add(pair.Value);
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}
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}
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public void OnAfterDeserialize()
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{
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this.Clear();
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if (m_keys.Count != m_values.Count)
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throw new System.Exception($"Key count ({m_keys.Count}) does not match value count ({m_values.Count}). Verify that both key and value types can be serialized.");
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for (int i = 0; i < m_keys.Count; i++)
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this.Add(m_keys[i], m_values[i]);
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}
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#if UNITY_EDITOR
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internal static string BindingPath_Keys => nameof(m_keys);
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internal static string BindingPath_Values => nameof(m_values);
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#endif
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}
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}
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