A serializable Dictionary and property drawer for the Unity Editor, modeled visually after the Odin serialized dictionary.
This project is an extension of Sterberino's Original Work and aims to maintain and expand this project as needed for myself and others. Please also check out Their GitHub Page and show them support.
It uses ISerializationCallbackReceiver
to convert keys and values to serializable lists in the background, to allow for dictionary serialization in the editor.
Mostly uses switch statements to identify the type and handle drawing the editor fields and serializing/de-serializing values.
It allows for dynamically changing dictionary value types at runtime, and it supports:
- UnityEngine.Object (asset references and in scene components/ GameObjects)
- all the basic Number types, strings, and bool
- enums of any type
- All Vector types
- Bounds / BoundsInt and Rect / RectInt
- Gradients, Animation Curves, and Color
- Any struct or class that is serializable using JsonUtility (Although there is no general drawer for it yet)
- Open up Unity's Package Manager ( Window > Package Manager )
- In the top left, hit the
+
(plus) button and selectAdd package from git URL...
- In the box, paste the package's git repository, then hit Add
Repo Link:
https://github.com/sim2kid/UnitySerializedDictionary.git?path=Assets/Scripts/Package/UnitySerializedDictionary
To set a target version, use the release tag like #1.0.0
at the end of the repo string.
There are two primary scripts you can use to use this package.
The Blackboard
object allows for a map of string
to any of the supported values. This can then be accessed as a Dictionary<string, object>
type.
You can also specify specific Dictionary types if wanted. To do so, you'll define your dictionary as a type, then define a property drawer in an editor file.
Create a Dictionary Type
// TODO: Finish
Create a DictionaryDrawer
// TODO: Fill In
[CustomPropertyDrawer(typeof(<DRAWER TYPE>))]
public class <NAME>Drawer : DictionaryDrawer<string, <TYPE>> { }