Scriptum/Assets/Scripts/REFACTORING/Models/Shop/Shop.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[System.Serializable]
public class Shop
{
[NonSerialized]
public string Npc;
[NonSerialized]
public string Map;
[SerializeField]
public List<IndexValuePair<int, EquippableItem>> Content = new List<IndexValuePair<int, EquippableItem>>();
public Shop(string _map)
{
Map = _map;
}
public Shop(string _map, string _npc)
{
Map = _map;
Npc = _npc;
}
public Shop(string _map, string _npc, List<IndexValuePair<int, EquippableItem>> _content)
{
Map = _map;
Npc = _npc;
Content = _content;
}
public void SetContent(List<IndexValuePair<int, EquippableItem>> _content)
{
Content = _content;
}
public List<IndexValuePair<int, EquippableItem>> GetContent()
{
return Content;
}
#region item
public void AddItemToShop(Item _item)
{
int firstEmptyPosition = FindFirstEmptyPosition();
Content.Add(new IndexValuePair<int, EquippableItem>(firstEmptyPosition, (EquippableItem)_item));
}
public void AddItemToShopOnPosition(int _position, Item _item)
{
Content.Add(new IndexValuePair<int, EquippableItem>(_position, (EquippableItem)_item));
}
#endregion
#region equippable item
public void AddItemToShop(EquippableItem _item)
{
int firstEmptyPosition = FindFirstEmptyPosition();
Content.Add(new IndexValuePair<int, EquippableItem>(firstEmptyPosition, _item));
}
public void AddItemToShopOnPosition(int _position, EquippableItem _item)
{
Content.Add(new IndexValuePair<int, EquippableItem>(_position, _item));
}
#endregion
public int FindFirstEmptyPosition()
{
if (Content.Any())
{
for (int i = 0; i < Content.Count(); i++)
{
if (Content.Count(el => el.Key == i && el.Value != null) != 0)
continue;
return i;
}
}
return 0;
}
}