Scriptum/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataManager.cs

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3.9 KiB
C#
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using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
{
protected override string OBJECT_FOLDER_NAME { get { return "Chest"; } }
protected override string OBJECT_LIST_NAME { get { return "ChestList"; } }
//protected new SceneBaseDataLoader<ChestPrefabAsset> DataLoader { get; set; }
protected SceneChestBuilder ChestBuilder { get; set; }
[SerializeField] Chest CurrentChest;
[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
[SerializeField] List<ChestPrefabAsset> convertDataToAsset = new List<ChestPrefabAsset>();
// tmp var
2022-11-24 03:03:30 +01:00
bool NewGame = true;
public override void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
Debug.Log("Start SceneChestData manager");
//TaskUIManager.FindOrCreateInstance();
var chestManager = ChestUIManager.Instance;
if (chestManager == null)
throw new NullReferenceException("ChestUIManager not found!!!");
StaticDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
DataLoader = new SceneChestDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
ChestBuilder = new SceneChestBuilder();
//ChestBuilder.ElementsToBuildOnSceneList = ElementsToBuildOnSceneList;
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
// LoadDynamicData();
//inventoryManager.SetList(StaticDataList.GetList());
//inventoryManager.OpenPanel();
if (NewGame)
{
foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertDataToAsset.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); }
ChestBuilder.ElementsToBuildOnSceneList = convertDataToAsset;
ChestBuilder.BuildList();
DynamicDataList.SetList(convertDataToAsset);
List<Chest> tmp = new List<Chest>();
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
chestManager.SetList(tmp);
}
else
{
LoadDynamicData();
ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList();
ChestBuilder.BuildList();
List<Chest> tmp = new List<Chest>();
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
chestManager.SetList(tmp);
// BuildList();
// 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
}
}
// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
//
protected SceneBaseDataManager<ChestPrefabAsset> GetObjectType()
{
return GameObject.FindObjectOfType<SceneChestDataManager>();
}
protected SceneBaseDataManager<ChestPrefabAsset> CreateInstance(ref GameObject managerGameObject)
{
return managerGameObject.AddComponent<SceneChestDataManager>();
}
// TODO manager api
// open panel extend function
// close panel extend function
public void OpenPanel(string chestName)
{
}
// 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
}