#if !NO_UNITY using System; using UnityEngine; using UnityEngine.Events; namespace FullSerializer { partial class fsConverterRegistrar { public static Internal.Converters.UnityEvent_Converter Register_UnityEvent_Converter; } } namespace FullSerializer.Internal.Converters { // The standard FS reflection converter has started causing Unity to crash when processing // UnityEvent. We can send the serialization through JsonUtility which appears to work correctly // instead. // // We have to support legacy serialization formats so importing works as expected. public class UnityEvent_Converter : fsConverter { public override bool CanProcess(Type type) { return typeof(UnityEvent).Resolve().IsAssignableFrom(type) && type.IsGenericType == false; } public override bool RequestCycleSupport(Type storageType) { return false; } public override fsResult TryDeserialize(fsData data, ref object instance, Type storageType) { Type objectType = (Type)instance; fsResult result = fsResult.Success; instance = JsonUtility.FromJson(fsJsonPrinter.CompressedJson(data), objectType); return result; } public override fsResult TrySerialize(object instance, out fsData serialized, Type storageType) { fsResult result = fsResult.Success; serialized = fsJsonParser.Parse(JsonUtility.ToJson(instance)); return result; } } } #endif