42 lines
No EOL
1.5 KiB
C#
42 lines
No EOL
1.5 KiB
C#
#if !NO_UNITY
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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namespace FullSerializer {
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partial class fsConverterRegistrar {
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public static Internal.Converters.UnityEvent_Converter Register_UnityEvent_Converter;
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}
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}
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namespace FullSerializer.Internal.Converters {
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// The standard FS reflection converter has started causing Unity to crash when processing
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// UnityEvent. We can send the serialization through JsonUtility which appears to work correctly
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// instead.
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//
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// We have to support legacy serialization formats so importing works as expected.
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public class UnityEvent_Converter : fsConverter {
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public override bool CanProcess(Type type) {
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return typeof(UnityEvent).Resolve().IsAssignableFrom(type) && type.IsGenericType == false;
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}
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public override bool RequestCycleSupport(Type storageType) {
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return false;
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}
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public override fsResult TryDeserialize(fsData data, ref object instance, Type storageType) {
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Type objectType = (Type)instance;
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fsResult result = fsResult.Success;
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instance = JsonUtility.FromJson(fsJsonPrinter.CompressedJson(data), objectType);
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return result;
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}
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public override fsResult TrySerialize(object instance, out fsData serialized, Type storageType) {
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fsResult result = fsResult.Success;
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serialized = fsJsonParser.Parse(JsonUtility.ToJson(instance));
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return result;
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}
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}
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}
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#endif |