Scriptum/Assets/Scripts/REFACTORING/Models/Dialogue/MultiDialogueData.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
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public abstract class MultiDialogueData<T> : IModelMapper<T>
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{
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[NonSerialized]
public string name;
[NonSerialized]
public string modelName;
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[SerializeField]
public string SpeakerName;
[SerializeField]
public int CurrentDialogue;
[SerializeField]
public List<IndexValuePair<int, DialogueData>> DialogueStepModelDataList = new List<IndexValuePair<int, DialogueData>>();
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#region NotImplemented
/*
* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
*/
public T MapDataToObject(string prefarbAssetName)
{
throw new NotImplementedException();
}
public T MapDataToObject()
{
throw new NotImplementedException();
}
#endregion
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}
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[Serializable]
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public class MultiDialogueData : MultiDialogueData<MultiDialogue>
{
public MultiDialogueData(MultiDialogue dialogue)
{
SpeakerName = dialogue.SpeakerName;
CurrentDialogue = dialogue.CurrentDialogue;
DialogueStepModelDataList.Clear();
foreach(IndexValuePair<int, Dialogue> DialogueStepModelData in dialogue.Dialogues)
{
DialogueStepModelDataList.Add(
new IndexValuePair<int, DialogueData>(
DialogueStepModelData.Key,
new DialogueData(DialogueStepModelData.Value)
)
);
}
}
}