So sort of a build on from a previous question of mine. I am trying to save a blueprint, which is just a heap of settings for a gameobject/Entity. I'm now storing the components (And their settings) as a List < IEntityComponent > (IEntityComponent is the interface for any component) wrapped in a class called ComponentTable. I only want to serialize the list, and all the private stuff is not serialized, and is just for faster look ups (At the price of memory). This serializes properly and even deserializes without any errors, but i noticed the componentTable isn't deserializing PROPERLY.
It creates an instance of ComponentTable, but never actually adds the values to it. So instead of a Component table containing CameraComponent, VelocityComponent and InputComponent, it just just an empty ComponentTable.
{
"$types" : {
"ECS.Framework.Collections.Blueprint, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" : "1",
"ECS.Features.Core.CameraComponent, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" : "2",
"ECS.Features.Core.VelocityComponent, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" : "3",
"InputComponent, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" : "4"
},
"$type" : "1",
"Components" : [
{
"$type" : "2",
"Tag" : "MainCamera",
"Test" : "0, 0, 0",
"BackgroundColour" : "0, 0, 1, 1",
"ViewportRect" : "10, 10 : 10, 10",
"Orthographic" : false,
"FieldOfView" : 60,
"OrthoSize" : 5,
"Depth" : 0,
"OcclusionCulling" : true,
"HDR" : false,
"Enabled" : true
},
{
"$type" : "3",
"Enabled" : true,
"CurrentVelocity" : "0, 0, 0"
},
{
"$type" : "4",
"TEST" : 0,
"Enabled" : true
}
],
"Children" : [
],
"Parent" : ""
}
This is how it saves, so it seems like it is saving correctly. I am only controlling the serialization/serialization of the Vectors, Rect and colors, as any unity value types cause errors.
I believe it is serializing properly, but for some reason it is not deserializing into the componentTable. Does anyone know if fastJSON has problems with this kind of inheritance (Making a class inherit from a List< customClass >?
Ideally i would have it inherit as a Dictionary< Type, IEntityComponent >, but fastJSON wont serialize the Type, just saves it as 'System.Mono' then causes an error when serializing.
Edit: Here are the blueprint and component Table classes
public sealed class Blueprint
{
public ComponentTable Components { get; private set; }
public List<string> Children { get; set; }
public string Parent { get; set; }
public Blueprint()
{
Components = new ComponentTable();
Children = new List<string>();
Parent = "";
}
public Blueprint(Blueprint _blueprint)
{
Children = new List<string>(_blueprint.Children);
Parent = _blueprint.Parent;
}
}
public class ComponentTable : List<IEntityComponent>
{
private Dictionary<Type, IEntityComponent> Components { get; set; }
#region Constructors
public ComponentTable()
{
Components = new Dictionary<Type, IEntityComponent>();
}
#endregion
#region Base Function Overrides
public void Add(Type _type)
{
if (Components.ContainsKey(_type))
return;
InternalAdd(_type, (IEntityComponent)Activator.CreateInstance(_type));
}
public new void Add(IEntityComponent _component)
{
InternalAdd(_component.GetType(), _component);
}
public void Add<T>() where T : IEntityComponent
{
Add(typeof(T));
}
private void InternalAdd(Type _type, IEntityComponent _component)
{
if (Components.ContainsKey(_type))
throw new InvalidOperationException("Component already contained");
Components.Add(_type, _component);
base.Add(_component);
}
public bool Remove(Type _type)
{
if (Components.ContainsKey(_type))
return InternalRemove(_type, Components[_type]);
return false;
}
public new bool Remove(IEntityComponent _component)
{
return InternalRemove(_component.GetType(), _component);
}
public bool Remove<T>() where T : IEntityComponent
{
return Remove(typeof(T));
}
private bool InternalRemove(Type _type, IEntityComponent _component)
{
if (!Components.ContainsKey(_type))
return false;
Components.Remove(_type);
return base.Remove(_component);
}
public IEntityComponent Get(Type _type)
{
if (Contains(_type))
return Components[_type];
return null;
}
public T Get<T>() where T : IEntityComponent
{
return (T)Get(typeof(T));
}
public bool TryGetValue(Type _type, out IEntityComponent _component)
{
return Components.TryGetValue(_type, out _component);
}
public bool TryGetValue<T>(out IEntityComponent _component) where T : IEntityComponent
{
return TryGetValue(typeof(T), out _component);
}
public bool Contains(Type _type)
{
return Components.ContainsKey(_type);
}
public new bool Contains(IEntityComponent _component)
{
return Contains(_component.GetType());
}
public bool Contains<T>() where T : IEntityComponent
{
return Contains(typeof(T));
}
#endregion
}