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

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2022-11-06 21:34:17 +01:00
using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class SceneInventoryDataManager : SceneBaseDataManager<KeyValuePair<int, Item>>
{
protected override string OBJECT_FOLDER_NAME { get { return "Inventory"; } }
protected override string OBJECT_LIST_NAME { get { return "InventoryList"; } }
protected new SceneBaseDataLoader<KeyValuePair<int, EquippableItemPrefabAsset>> DataLoader { get; set; }
private void Start()
{
Debug.Log("Start SceneInventoryData manager");
//TaskUIManager.FindOrCreateInstance();
var inventoryManager = InventoryUIManager.Instance;
if (inventoryManager == null)
throw new NullReferenceException("InventoryUIManager not found!!!");
StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
DataLoader = new SceneInventoryDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
LoadData(SceneElementTypeEnum.None, ref StaticDataList);
// LoadDynamicData();
inventoryManager.SetList(StaticDataList.GetList());
inventoryManager.OpenPanel();
}
#region override load & save
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<KeyValuePair<int, Item>> dataListManager)
{
try
{
// 1. Convert EquippableItemPrefabAsset to EquippableItem list
List<KeyValuePair<int, Item>> convertedList = new List<KeyValuePair<int, Item>>();
foreach(KeyValuePair<int, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<KeyValuePair<int, EquippableItemPrefabAsset>>)DataLoader.LoadData(SceneElementTypeEnum.None))
{
convertedList.Add(new KeyValuePair<int, Item>(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem));
}
// 2. Pass loaded list to InventoryDataManager
dataListManager.SetList(convertedList);
return true;
}
catch (Exception e)
{
Debug.LogWarning(e.Message);
}
return false;
}
protected override bool SaveData(List<KeyValuePair<int, Item>> _elements, SceneElementTypeEnum type)
{
try
{
// 1. Convert EquippableItem to EquippableItemPrefabAsset list
List<KeyValuePair<int, EquippableItemPrefabAsset>> convertedList = new List<KeyValuePair<int, EquippableItemPrefabAsset>>();
foreach (KeyValuePair<int, Item> itemElement in _elements)
{
convertedList.Add(new KeyValuePair<int, EquippableItemPrefabAsset>(
itemElement.Key,
new EquippableItemPrefabAsset(
itemElement.Value.Name,
itemElement.Value.ItemModel.name,
new Vector3(0, 0, 0),
(EquippableItem)itemElement.Value
)
));
}
// 2. Pass loaded list to InventoryDataManager
DataLoader.SaveData(convertedList, type);
return true;
}
catch (Exception e)
{
Debug.LogWarning(e.Message);
}
return false;
}
#endregion
protected SceneBaseDataManager<KeyValuePair<int, Item>> GetObjectType()
{
return GameObject.FindObjectOfType<SceneInventoryDataManager>();
}
protected SceneBaseDataManager<KeyValuePair<int, Item>> CreateInstance(ref GameObject managerGameObject)
{
return managerGameObject.AddComponent<SceneInventoryDataManager>();
}
// TODO whats with that
/* public int AddToInventory(EquippableItem pickable)
{
if (this._items.Count <= MAX_ITEMS)
{
for (int slotNumber = 0; slotNumber < MAX_ITEMS; slotNumber++)
{
if (!this._items.ContainsKey(slotNumber))
{
this._items[slotNumber] = pickable;
return slotNumber;
}
}
}
return -1;
}*/
}