Scriptum/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataLoader.cs

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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
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public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int, EquippableItemPrefabAsset>>
{
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public SceneInventoryDataLoader(string _objectListName, string _objectFolderName)
{
SaveModelSystem = new SaveInventoryManager();
SaveModelSystem.ObjectFolderName = _objectFolderName;
SaveModelSystem.ObjectListName = _objectListName;
}
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protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadGenericData()
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{
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
return SaveModelSystem.LoadModelList();
}
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protected override bool SaveGenericData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
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{
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
try
{
SaveModelSystem.SaveModelList(_elements);
return true;
}
catch (Exception e) { Debug.LogError(e.Message); }
return false;
}
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protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
return SaveModelSystem.LoadModelList();
}
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protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
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return base.SaveDynamicData(_elements);
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}
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}