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SerializedStringTable.cs
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95 lines (84 loc) · 1.85 KB
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using System;
using System.Collections;
using UnityEngine;
[Serializable]
internal class SerializedStringTable
{
[SerializeField]
private string[] keys;
private Hashtable table;
[SerializeField]
private int[] values;
public bool Contains(string key)
{
this.SanityCheck();
return this.table.Contains(key);
}
public int Get(string key)
{
this.SanityCheck();
if (!this.table.Contains(key))
{
return -1;
}
return (int) this.table[key];
}
public void Remove(string key)
{
this.SanityCheck();
if (this.table.Contains(key))
{
this.table.Remove(key);
}
this.SynchArrays();
}
private void SanityCheck()
{
if (this.keys == null)
{
this.keys = new string[0];
this.values = new int[0];
}
if (this.table == null)
{
this.table = new Hashtable();
for (int i = 0; i < this.keys.Length; i++)
{
this.table[this.keys[i]] = this.values[i];
}
}
}
public void Set(string key)
{
this.Set(key, 0);
}
public void Set(string key, int value)
{
this.SanityCheck();
this.table[key] = value;
this.SynchArrays();
}
private void SynchArrays()
{
this.keys = new string[this.table.Count];
this.values = new int[this.table.Count];
this.table.Keys.CopyTo(this.keys, 0);
this.table.Values.CopyTo(this.values, 0);
}
public Hashtable hashtable
{
get
{
this.SanityCheck();
return this.table;
}
}
public int Length
{
get
{
this.SanityCheck();
return this.keys.Length;
}
}
}