2022-11-06 21:34:17 +01:00
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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2022-11-24 03:03:30 +01:00
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public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int, EquippableItemPrefabAsset>>
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{
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2022-11-06 21:34:17 +01:00
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public SceneInventoryDataLoader(string _objectListName, string _objectFolderName)
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{
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SaveModelSystem = new SaveInventoryManager();
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SaveModelSystem.ObjectFolderName = _objectFolderName;
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SaveModelSystem.ObjectListName = _objectListName;
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}
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2022-11-24 03:03:30 +01:00
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protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadGenericData()
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2022-11-06 21:34:17 +01:00
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
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return SaveModelSystem.LoadModelList();
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}
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2022-11-24 03:03:30 +01:00
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protected override bool SaveGenericData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
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2022-11-06 21:34:17 +01:00
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
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try
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{
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SaveModelSystem.SaveModelList(_elements);
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return true;
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}
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catch (Exception e) { Debug.LogError(e.Message); }
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return false;
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}
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2022-11-24 03:03:30 +01:00
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protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
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return SaveModelSystem.LoadModelList();
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}
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2022-11-06 21:34:17 +01:00
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2022-11-24 03:03:30 +01:00
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protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
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2022-11-27 21:28:55 +01:00
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return base.SaveDynamicData(_elements);
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2022-11-24 03:03:30 +01:00
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}
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2022-11-06 21:34:17 +01:00
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}
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