Scriptum/Assets/Scripts/REFACTORING/Application/Panel/Shop/SceneShopDataManager.cs

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4.4 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class SceneShopDataManager : SceneBaseDataManager<Shop>
{
protected override string OBJECT_FOLDER_NAME { get { return "Shop"; } }
protected override string OBJECT_LIST_NAME { get { return "ShopList"; } }
[SerializeField] protected new ShopUIManager UiManager;
// Instead of build elements on scene we collect shops distracted on scene from npc's
//[SerializeField] List<Shop> ElementsToBuildOnSceneList = new List<Shop>();
public override void Awake()
{
if (Instance == null)
{
Instance = this;
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//Start();
}
else
{
Destroy(gameObject);
}
}
public override void Start()
{
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Debug.Log("Start SceneShopData manager");
//TaskUIManager.FindOrCreateInstance();
UiManager = ShopUIManager.Instance;
if (UiManager == null)
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throw new NullReferenceException("ShopUIManager not found!!!");
DynamicDataList = (new ShopDataListManager()).SetUiManager(ref UiManager);
DataLoader = new SceneShopDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
base.Start();
}
// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
//
protected override void AfterStart()
{
if(OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
{
if (OnMapAppearanceMethod.Gateway != OnMapAppearanceMethodEnum.NewGame)
UseDynamicSettings(); // if there is nothing saved we will use UseDefaultSettings
else
UseDefaultSettings();
}else
{
UseDynamicSettings();
}
}
protected SceneBaseDataManager<ChestPrefabAsset> GetObjectType()
{
return GameObject.FindObjectOfType<SceneChestDataManager>();
}
protected SceneBaseDataManager<ChestPrefabAsset> CreateInstance(ref GameObject managerGameObject)
{
return managerGameObject.AddComponent<SceneChestDataManager>();
}
protected override void UseDefaultSettings()
{
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DynamicDataList.SetList(new List<Shop>());
UiManager.SetList(new List<Shop>());
// we dont need to convert anything
// Instead of build elements on scene we collect shops distracted on scene from npc's
}
protected override void UseDynamicSettings()
{
// when chest detect player in near arrea and player press "c"
// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
// Manager Build panel and pass info about chest content
LoadDynamicData();
// VERy VERY provisional SOLUTION
if (DynamicDataList.GetList().Count == 0)
{
UseDefaultSettings();
return;
}
UiManager.SetList(DynamicDataList.GetList());
}
// TODO SHOP API
public void RegisterShop(Shop newShop)
{
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Debug.Log(DynamicDataList);
if (DynamicDataList.GetList().Where(shop => shop.Npc == newShop.Npc && shop.Map == SceneManager.GetActiveScene().name).Any())
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Debug.LogWarning("In Shop Manager there is register this shop already");
else
{
DynamicDataList.AddElementToList(newShop);
UiManager.SetList(DynamicDataList.GetList());
}
}
// TODO manager api
// open panel extend function
// close panel extend function
// TODO chest api
// add to chest - find chest by its name np
// remove from chest - select chest by its name -
// chesk item in chest - check chest by tis name
public override bool SaveDynamicData()
{
// TODO
// how to get list
// 1. List in UI manager should be synchronized with list in this manager
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Debug.Log(UiManager);
foreach (Shop shop in UiManager.GetList())
{
DynamicDataList.GetList().Where(el => el.Map == shop.Map && el.Npc == shop.Npc).ToList().ForEach(el => el = shop);
}
//DynamicDataList.SetList(tmp);
// approach:
// 1. get from outside, update local list && us it
// 2. Handle list synchronized all the time & pass local list
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return SaveData(DynamicDataList?.GetList(), SceneElementTypeEnum.Dynamic);
}
}