Dictionary
How do I use Dictionary
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: AccountService.cs
Copy
173 private void ParseResult(string result)
174 {
175 if (string.IsNullOrEmpty(result))
176 {
177 this.Message = "Server's response was empty. Please register through account website during this service interruption.";
178 return;
179 }
180
181 Dictionary
182 if (values == null)
183 {
184 this.Message = "Service temporarily unavailable. Please register through account website.";
185 return;
186 }
187
188 int returnCodeInt = -1;
189 string returnCodeString = string.Empty;
190 string message;
191
192 values.TryGetValue("ReturnCode", out returnCodeString);
193 values.TryGetValue("Message", out message);
194 int.TryParse(returnCodeString, out returnCodeInt);
195
196 this.ReturnCode = returnCodeInt;
197 if (returnCodeInt == 0)
198 {
199 // returnCode == 0 means: all ok. message is new AppId
200 this.AppId = message;
201 }
202 else
203 {
204 // any error gives returnCode != 0
205 this.AppId = string.Empty;
206 this.Message = message;
207 }
208 }
File name: PhotonViewHandler.cs
Copy
25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: Extensions.cs
Copy
61 public static void Merge(this IDictionary target, IDictionary addHash)
62 {
63 if (addHash == null || target.Equals(addHash))
64 {
65 return;
66 }
67
68 foreach (object key in addHash.Keys)
69 {
70 target[key] = addHash[key];
71 }
72 }
File name: Extensions.cs
Copy
82 public static void MergeStringKeys(this IDictionary target, IDictionary addHash)
83 {
84 if (addHash == null || target.Equals(addHash))
85 {
86 return;
87 }
88
89 foreach (object key in addHash.Keys)
90 {
91 // only merge keys of type string
92 if (key is string)
93 {
94 target[key] = addHash[key];
95 }
96 }
97 }
File name: Extensions.cs
Copy
105 public static string ToStringFull(this IDictionary origin)
106 {
107 return SupportClass.DictionaryToString(origin, false);
108 }
File name: Extensions.cs
Copy
119 public static Hashtable StripToStringKeys(this IDictionary original)
120 {
121 Hashtable target = new Hashtable();
122 foreach (DictionaryEntry pair in original)
123 {
124 if (pair.Key is string)
125 {
126 target[pair.Key] = pair.Value;
127 }
128 }
129
130 return target;
131 }
File name: Extensions.cs
Copy
139 public static void StripKeysWithNullValues(this IDictionary original)
140 {
141 object[] keys = new object[original.Count];
142 //original.Keys.CopyTo(keys, 0);
143 int i = 0;
144 foreach (object k in original.Keys)
145 {
146 keys[i++] = k;
147 }
148
149 for (int index = 0; index < keys.Length; index++)
150 {
151 var key = keys[index];
152 if (original[key] == null)
153 {
154 original.Remove(key);
155 }
156 }
157 }
File name: LoadbalancingPeer.cs
Copy
29 private readonly Dictionary31 public LoadbalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType)
32 {
33 }
File name: LoadbalancingPeer.cs
Copy
35 public virtual bool OpGetRegions(string appId)
36 {
37 Dictionary
38 parameters[(byte)ParameterCode.ApplicationId] = appId;
39
40 return this.OpCustom(OperationCode.GetRegions, parameters, true, 0, true);
41 }
File name: LoadbalancingPeer.cs
Copy
48 public virtual bool OpJoinLobby(TypedLobby lobby)
49 {
50 if (this.DebugOut >= DebugLevel.INFO)
51 {
52 this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinLobby()");
53 }
54
55 Dictionary
56 if (lobby != null && !lobby.IsDefault)
57 {
58 parameters = new Dictionary
59 parameters[(byte)ParameterCode.LobbyName] = lobby.Name;
60 parameters[(byte)ParameterCode.LobbyType] = (byte)lobby.Type;
61 }
62
63 return this.OpCustom(OperationCode.JoinLobby, parameters, true);
64 }
Dictionary 104 lượt xem
Gõ tìm kiếm nhanh...