Version: 2019.2

ISerializationCallbackReceiver

interface in UnityEngine

マニュアルに切り替える

説明

シリアライズやデシリアライズ時にコールバックを受信するインターフェース

Unity's serializer is able to serialize most datatypes, but not all of them. In these cases, there are two callbacks available for you to manually process these datatypes so that Unity can serialize and deserialise them.

Care needs to be taken whilst within these callbacks, as Unity's serializer runs on a different thread to most of the Unity API. It's advisable to only process the manipulation of datatypes, keeping the processing burden as low as possible.

Serialization can occur during all kinds of operations. For example, when using Instantiate() to clone an object, Unity serializes and deserializes the original object in order to find internal references to the original object, so that it can replace them with references to the cloned object. In this situation, you can also employ the callbacks to update any internal references using types that Unity can't serialize.

Currently the callback interface only works with classes; it won't work with structs.

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); } }

Public 関数

OnAfterDeserializeImplement this method to receive a callback after Unity deserializes your object.
OnBeforeSerializeUnity がオブジェクトをシリアライズする前にコールバックを受信するためにこのメソッドを実装します。