Make chest creating more flexible II
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7
Assets/Resources/Chests/Wooden.prefab.meta
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7
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Normal file
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Position: {x: 0.6, y: 75.6, z: 10}
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Content: []
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Content: []
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convertedData: []
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--- !u!1 &131599442
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- -6
|
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- 10
|
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ChestData:
|
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id: 0
|
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name: Wooden Chest
|
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modelName: Wooden Chest
|
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description:
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type: 0
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content: []
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|
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convertedData: []
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--- !u!1 &2063226728
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GameObject:
|
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|
@ -114,7 +114,6 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
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|
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LoadDynamicData();
|
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|
||||
|
||||
// VERy VERY provisional SOLUTION
|
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if (DynamicDataList.GetList().Count == 0)
|
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{
|
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@ -122,17 +121,11 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
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return;
|
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}
|
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|
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ChestBuilder.ElementsToBuildOnSceneList = ChestsToBuildOnScene; // DynamicDataList.GetList();
|
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ChestBuilder.ElementsToBuildOnSceneList = ChestBuildModel.ConvertPrefabAssetListToBuildModelList(DynamicDataList.GetList());
|
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ChestBuilder.BuildList();
|
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|
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foreach (ChestBuildModel ChestToBuild in ChestsToBuildOnScene)
|
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{
|
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convertedData.Add(ChestToBuild.MapBuildModelToPrefabAssetModel());
|
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}
|
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|
||||
|
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List<Chest> tmp = new List<Chest>();
|
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foreach (ChestPrefabAsset asset in convertedData) { tmp.Add(asset.Chest); }
|
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foreach (ChestPrefabAsset asset in DynamicDataList.GetList()) { tmp.Add(asset.Chest); }
|
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|
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UiManager.SetList(tmp);
|
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}
|
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|
@ -73,13 +73,13 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
||||
|
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protected virtual bool SaveDynamicData(List<T> _elements)
|
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{
|
||||
try
|
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{
|
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/* try
|
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{*/
|
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SaveModelSystem.SaveModelList(_elements);
|
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|
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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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/* }
|
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catch (Exception e) { Debug.LogError(e.Message); }*/
|
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|
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return false;
|
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}
|
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|
@ -111,15 +111,15 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
|
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protected virtual bool SaveData(List<T> _elements, SceneElementTypeEnum type)
|
||||
{
|
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try
|
||||
{
|
||||
/* try
|
||||
{*/
|
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DataLoader.SaveData(_elements, type);
|
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|
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return true;
|
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}
|
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/* }
|
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catch (Exception e) {
|
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Debug.LogError(e.Message);
|
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}
|
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Debug.LogError(e.Message);*/
|
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/* }*/
|
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|
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return false;
|
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}
|
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|
@ -14,8 +14,23 @@ public class ChestBuildModel
|
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|
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[SerializeField] public Vector3 Position;
|
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|
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[SerializeField] public List<IndexValuePair<Item>> Content;
|
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[SerializeField] public List<IndexValuePair<Item>> Content = new List<IndexValuePair<Item>>();
|
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|
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public ChestBuildModel(ChestPrefabAsset chestPrefabAsset)
|
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{
|
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ChestName = chestPrefabAsset.Chest.Name;
|
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ChestPrefab = chestPrefabAsset.Chest.ChestModel;
|
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Position = chestPrefabAsset.Position;
|
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|
||||
|
||||
Content.Clear();
|
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foreach (IndexValuePair<EquippableItem> item in chestPrefabAsset.Chest.Content)
|
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{
|
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Content.Add(
|
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new IndexValuePair<Item>(item.Key, item.Value)
|
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);
|
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}
|
||||
}
|
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|
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public ChestPrefabAsset MapBuildModelToPrefabAssetModel()
|
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{
|
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@ -27,10 +42,10 @@ public class ChestBuildModel
|
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|
||||
chestPrefabAsset.Chest = new Chest(ChestPrefab.GetComponent<ChestWrapper>().Chest);
|
||||
|
||||
Debug.Log(chestPrefabAsset.Chest);
|
||||
chestPrefabAsset.Chest.ChestModel = ChestPrefab;
|
||||
|
||||
chestPrefabAsset.Chest.Name = ChestName;
|
||||
Debug.Log(chestPrefabAsset.Chest.Name);
|
||||
|
||||
chestPrefabAsset.Chest.Content = new List<IndexValuePair<EquippableItem>>();
|
||||
|
||||
foreach (var ChestElement in Content)
|
||||
@ -47,8 +62,23 @@ public class ChestBuildModel
|
||||
);
|
||||
}
|
||||
|
||||
Debug.Log(chestPrefabAsset.Chest.Content.Count);
|
||||
Debug.Log(chestPrefabAsset.Chest);
|
||||
return chestPrefabAsset;
|
||||
}
|
||||
|
||||
public static List<ChestBuildModel> ConvertPrefabAssetListToBuildModelList(List<ChestPrefabAsset> chestPrefabAssetList)
|
||||
{
|
||||
List<ChestBuildModel> convertedList = new List<ChestBuildModel>();
|
||||
|
||||
foreach(var element in chestPrefabAssetList)
|
||||
{
|
||||
convertedList.Add(ChestBuildModel.ConvertPrefabAssetModelToBuildModel(element));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
public static ChestBuildModel ConvertPrefabAssetModelToBuildModel(ChestPrefabAsset chestPrefabAsset)
|
||||
{
|
||||
return new ChestBuildModel(chestPrefabAsset);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -57,9 +57,7 @@ public class NPCManager : MonoBehaviour
|
||||
foreach (var thug in thugs)
|
||||
{
|
||||
var ThugClone = GameObject.Instantiate(model, thug.position, Quaternion.identity, NPCCollection.transform);
|
||||
|
||||
Debug.Log(thug.position);
|
||||
|
||||
|
||||
ThugClone.name = thug.name;
|
||||
ThugClone.transform.SetParent(NPCCollection.transform);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user