using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class SerializableDictionary : Dictionary, ISerializationCallbackReceiver { [SerializeField] private List _keys = new List(); [SerializeField] private List _values = new List(); public void OnBeforeSerialize() { _keys.Clear(); _values.Clear(); foreach (KeyValuePair pair in this) { _keys.Add(pair.Key); _values.Add(pair.Value); } } public void OnAfterDeserialize() { Clear(); if (_keys.Count != _values.Count) { throw new Exception( $"There are {_keys.Count} keys and {_values.Count} values after deserialization." + " Make sure that both key and value types are serializable."); } for (int i = 0; i < _keys.Count; ++i) { Add(_keys[i], _values[i]); } } }