2023-01-03 22:44:24 +01:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
[RequireComponent(typeof(ConditionManager))]
|
|
|
|
|
class MissionConditionDataManager : SceneBaseDataManager<IndexValuePair<string, List<MissionConditionData>>>
|
|
|
|
|
{
|
|
|
|
|
protected override string OBJECT_FOLDER_NAME { get { return "MissionCondition"; } }
|
|
|
|
|
|
|
|
|
|
protected override string OBJECT_LIST_NAME { get { return "MissionsConditionsList"; } }
|
|
|
|
|
|
|
|
|
|
[SerializeField]
|
|
|
|
|
public List<IndexValuePair<string, List<MissionConditionData>>> MissionConditionDataList;
|
|
|
|
|
|
|
|
|
|
public override void Awake()
|
|
|
|
|
{
|
|
|
|
|
if (Instance == null)
|
|
|
|
|
{
|
|
|
|
|
Instance = this;
|
|
|
|
|
|
|
|
|
|
// moved from start beacuse we need to prepare env before NpcMissionmanager start registering and uipdating mission model
|
|
|
|
|
Debug.Log("Start Mission manager");
|
|
|
|
|
|
|
|
|
|
DynamicDataList = new MissionConditionDataListManager();
|
|
|
|
|
|
|
|
|
|
DataLoader = new MissionConditionDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
|
|
|
|
|
|
|
|
|
base.Start(); // (afterStart invoking - to load saved data)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Destroy(gameObject);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ZMIANA KONCEPCJI
|
|
|
|
|
// ZMIAST TRZYMAC SUROWE OBIEKTY TYM RAZEM ZAPISUJMY modele Datai updatujmy obiket w NPC Managerze
|
|
|
|
|
|
|
|
|
|
// nadpisujemy by nir duplikowac wywoałania i nadpisyuwanie MissionDataList z Awake
|
|
|
|
|
public override void Start()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 override void UseDefaultSettings()
|
|
|
|
|
{
|
|
|
|
|
DynamicDataList.SetList(new List<IndexValuePair<string, List<MissionConditionData>>>());
|
|
|
|
|
|
|
|
|
|
MissionConditionDataList = DynamicDataList.GetList();
|
|
|
|
|
|
|
|
|
|
gameObject.GetComponent<ConditionManager>().Conditions = SaveMissionConditionManager.ConvertListOfDataModelsToListOfObject(MissionConditionDataList);
|
|
|
|
|
// 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();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MissionConditionDataList = DynamicDataList.GetList();
|
|
|
|
|
|
|
|
|
|
// map data to model
|
|
|
|
|
gameObject.GetComponent<ConditionManager>().Conditions = SaveMissionConditionManager.ConvertListOfDataModelsToListOfObject(MissionConditionDataList);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* public MissionConditionData? GetMissionCondition(MissionCondition newMission)
|
|
|
|
|
{
|
|
|
|
|
return DynamicDataList.GetList().Where(mission => mission.SpeakerName == newMission.SpeakerName && mission.MissionName == newMission.MissionName).FirstOrDefault();
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
public override bool SaveDynamicData()
|
|
|
|
|
{
|
|
|
|
|
// fill local list by elements from ConditionManager list
|
|
|
|
|
MissionConditionDataList.Clear();
|
|
|
|
|
|
|
|
|
|
MissionConditionDataList = SaveMissionConditionManager.ConvertObjectsListToListOfDataModels(ConditionManager.Instance.Conditions);
|
|
|
|
|
|
|
|
|
|
return SaveData(MissionConditionDataList, SceneElementTypeEnum.Dynamic);
|
|
|
|
|
}
|
2023-01-07 17:49:15 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public List<MissionConditionData> FindMissionConditionByMissionName(string missionName)
|
|
|
|
|
{
|
|
|
|
|
return MissionConditionDataList
|
|
|
|
|
.Where(el => el.Key == missionName)
|
|
|
|
|
.ToList()
|
|
|
|
|
.SelectMany(el => el.Value)
|
|
|
|
|
.Where(el => el.Type == MissionTypeEnum.Collect)
|
|
|
|
|
.ToList()
|
|
|
|
|
;
|
|
|
|
|
}
|
2023-01-03 22:44:24 +01:00
|
|
|
|
}
|