Merge branch 'refactoring' into saving-module
This commit is contained in:
commit
ccbc5a2db0
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=======
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>>>>>>> refactoring
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7
Assets/Resources/UiPanels/TaskPanel.prefab.meta
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7
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@ -0,0 +1,7 @@
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@ -1,165 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using GUI_Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
public class ChestController : BaseWarehouseController
|
||||
{
|
||||
[SerializeField] public GameObject chest;
|
||||
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
|
||||
private Animator m_Animator;
|
||||
bool isTrigerred = false;
|
||||
|
||||
// Start is called before the first frame update
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||||
void Start()
|
||||
{
|
||||
m_Animator = gameObject.GetComponent<Animator>();
|
||||
chest = gameObject; // set object on current GameObject
|
||||
|
||||
// FOR DEVELOPER TESTE - remove later !!!
|
||||
for(int i = 0; i < developerList.Count; i++)
|
||||
{
|
||||
SetItemOnPosition(i, developerList[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private bool beingHandled = false;
|
||||
private static bool Opening;
|
||||
private static bool Closing;
|
||||
private IEnumerator OpenChestWithAnimation()
|
||||
{
|
||||
beingHandled = true;
|
||||
// process pre-yield
|
||||
m_Animator.SetTrigger("OpenIt");
|
||||
yield return new WaitForSeconds( 0.4f );
|
||||
this.OpenPanel();
|
||||
InventoryManager.Instance.OpenPanel();
|
||||
EquipmentManager.Instance.OpenPanel();
|
||||
m_Animator.ResetTrigger("OpenIt");
|
||||
// process post-yield
|
||||
beingHandled = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
|
||||
{
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.E) && !beingHandled)
|
||||
{
|
||||
StartCoroutine(OpenChestWithAnimation());
|
||||
}
|
||||
}
|
||||
|
||||
if (!InventoryManager.Instance.isOpen)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.I))
|
||||
{
|
||||
InventoryManager.Instance.OpenPanel();
|
||||
EquipmentManager.Instance.OpenPanel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
if (this._panel != null)
|
||||
{
|
||||
this.ClosePanel();
|
||||
}
|
||||
|
||||
this.isTrigerred = false;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
this.isTrigerred = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void ClosePanel()
|
||||
{
|
||||
base.ClosePanel();
|
||||
InventoryManager.Instance.ClosePanel();
|
||||
EquipmentManager.Instance.ClosePanel();
|
||||
if (!beingHandled)
|
||||
{
|
||||
StartCoroutine(CloseChestWithAnimation());
|
||||
}
|
||||
ReactivateAnimation();
|
||||
}
|
||||
|
||||
public void CloseChestWithAnimationForOtherPanels()
|
||||
{
|
||||
if (!beingHandled)
|
||||
{
|
||||
StartCoroutine(CloseChestWithAnimation());
|
||||
}
|
||||
ReactivateAnimation();
|
||||
}
|
||||
|
||||
private IEnumerator CloseChestWithAnimation()
|
||||
{
|
||||
beingHandled = true;
|
||||
// process pre-yield
|
||||
yield return new WaitForSeconds( 0.2f );
|
||||
m_Animator.SetTrigger("CloseIt");
|
||||
yield return new WaitForSeconds( 0.1f );
|
||||
m_Animator.ResetTrigger("CloseIt");
|
||||
// process post-yield
|
||||
beingHandled = false;
|
||||
}
|
||||
|
||||
private void ReactivateAnimation()
|
||||
{
|
||||
m_Animator.SetTrigger("reactivate");
|
||||
}
|
||||
|
||||
protected override void SetupPanel()
|
||||
{
|
||||
if(this.dynamicPanel)
|
||||
{
|
||||
this.dynamicPanel.GetComponent<ChestPanelController>().Setup(gameObject, _items);
|
||||
}
|
||||
}
|
||||
// WARNING
|
||||
// DANGER - functon override position which may be not free
|
||||
|
||||
///<summary>
|
||||
/// Function for placed item in inventory on SPECYFIC position
|
||||
/// Used by SceneInventoryManager for load saved items on their positions
|
||||
///</summary>
|
||||
|
||||
// WHAT WITH FUNCTION - setupItemOnPosition() - ???
|
||||
public void SetupItemInChest(int key, EquippableItem pickable)
|
||||
{
|
||||
this._items[key] = pickable;
|
||||
}
|
||||
|
||||
public override void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
// Drag setup first end second object on the same panel - should only one - this wwere dropped item
|
||||
// Becouse of this source slot from other panel is settuping in dropped panel too - list get empty item and it cause errors
|
||||
if(_item != null)
|
||||
{
|
||||
this._items[_keyPosition] = _item;
|
||||
Debug.Log("Put item on chest"+_item.name);
|
||||
// Inform Map Chests manager about update - update list to be compliant with the local list
|
||||
SceneChestManager.Instance.AddItemToChest(gameObject.name, _keyPosition, (EquippableItem)_item);
|
||||
}
|
||||
// if we assign null its removed later in EndDrag method
|
||||
}
|
||||
|
||||
public override void RemoveItemFromPosition(int _keyPosition)
|
||||
{
|
||||
base.RemoveItemFromPosition(_keyPosition);
|
||||
Debug.Log("Pick up item from chest");
|
||||
|
||||
// Inform Map Chests manager about update - update list to be compliant with the local list
|
||||
SceneChestManager.Instance.RemoveItemFromChest(gameObject.name, _keyPosition);
|
||||
}
|
||||
}
|
@ -1,55 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
public class ChestPanelController : BasePanelController
|
||||
{
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
|
||||
if(_instance)
|
||||
{
|
||||
_instance.GetComponent<ChestController>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
public void Setup(GameObject _chest, Dictionary<int, Item> _chestItems)
|
||||
{
|
||||
_instance = _chest;
|
||||
|
||||
base.Setup(_chestItems);
|
||||
}
|
||||
|
||||
protected override ISlot SetupSlot(int key, GameObject _parent)
|
||||
{
|
||||
ChestSlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<ChestSlot>();
|
||||
|
||||
_tmpSlot.transform.SetParent(_parent.transform);
|
||||
|
||||
_tmpSlot.SetupSlot(key, null, this);
|
||||
|
||||
return _tmpSlot;
|
||||
}
|
||||
|
||||
|
||||
// Islot - > Aslot
|
||||
// - > B slots
|
||||
|
||||
// Ipanel -> Apanel
|
||||
// -> B panel
|
||||
|
||||
|
||||
// ---------------------------
|
||||
// will work differently depending if its chest, inventory or equipment panel
|
||||
// public void Equip(EquippableItem item)
|
||||
// {
|
||||
// if(RemoveItem(item))
|
||||
// {
|
||||
// EquippableItem previousItem;
|
||||
// }
|
||||
// }
|
||||
}
|
@ -39,6 +39,12 @@ public class DoorBehaviour : MonoBehaviour
|
||||
SaveController.GetComponent<SaveController>().SaveQuests();
|
||||
SaveController.GetComponent<SaveController>().SaveInventory();
|
||||
SaveController.GetComponent<SaveController>().SaveHealth();
|
||||
|
||||
// 1. Save all befor change scene
|
||||
// SaveController.GetComponent<SaveController>().SaveItems();
|
||||
SaveController.GetComponent<SaveController>().SaveQuests();
|
||||
// SaveController.GetComponent<SaveController>().SaveInventory();
|
||||
|
||||
// 2. Change scene
|
||||
SceneManager.LoadScene(gateway.nextMapName);
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7edafbad889ba34e9aae593d927c3a5
|
||||
guid: 754d016cd82f48f408221e1d4f04a31a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
@ -1,269 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class EquipmentManager : BaseWarehouseController
|
||||
{
|
||||
public static int MAX_ITEMS = 0;
|
||||
|
||||
[SerializeField] public EquippableItem _helmet;
|
||||
[SerializeField] public EquippableItem _chest;
|
||||
[SerializeField] public EquippableItem _boots;
|
||||
[SerializeField] public EquippableItem _weapon;
|
||||
[SerializeField] public EquippableItem _potion_one;
|
||||
[SerializeField] public EquippableItem _potion_two;
|
||||
[SerializeField] public EquippableItem _potion_three;
|
||||
[SerializeField] public EquippableItem _potion_four;
|
||||
[SerializeField] public EquippableItem _potion_five;
|
||||
|
||||
public static EquipmentManager Instance;
|
||||
|
||||
Dictionary<int, Item> equipment;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
equipment = new Dictionary<int, Item>() {
|
||||
{ 0, _helmet },
|
||||
{ 1, _chest },
|
||||
{ 2, _boots },
|
||||
{ 3, _weapon },
|
||||
{ 4, _potion_one },
|
||||
{ 5, _potion_two },
|
||||
{ 6, _potion_three },
|
||||
{ 7, _potion_four },
|
||||
{ 8, _potion_five }
|
||||
};
|
||||
}else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SetupPanel()
|
||||
{
|
||||
if(this.dynamicPanel)
|
||||
{
|
||||
this.dynamicPanel.GetComponent<EquipmentPanelController>().Setup(gameObject, equipment);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle in Manager items local list
|
||||
public override void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
// in qeuippment panel its case where we drop drop on empty slot
|
||||
|
||||
if(_item == null) // if we move eg. form chest to eq Drop work on Eq Panel where dropitemSlot.Item is Null
|
||||
return;
|
||||
|
||||
_keyPosition = MapItemTypeToSlotNumber((EquippableItem)_item);
|
||||
this.equipment[_keyPosition] = _item;
|
||||
|
||||
this.ApplyEquipmentObject(true, (EquippableItem)_item);
|
||||
|
||||
base.SetItemOnPosition(_keyPosition, _item);
|
||||
}
|
||||
|
||||
// Remove from Manager items local list
|
||||
public override void RemoveItemFromPosition(int _keyPosition)
|
||||
{
|
||||
this.equipment.Remove(_keyPosition);
|
||||
|
||||
this.ApplyEquipmentObject(_keyPosition);
|
||||
|
||||
base.RemoveItemFromPosition(_keyPosition);
|
||||
}
|
||||
|
||||
/*
|
||||
* Function decide in which slot item should be handled
|
||||
* Mach item to dictionary key based on items equippment type
|
||||
* return: dictionary key
|
||||
*/
|
||||
private int MapItemTypeToSlotNumber(EquippableItem _item)
|
||||
{
|
||||
int key=-1;
|
||||
|
||||
if(_item == null)
|
||||
{
|
||||
Debug.LogError("Ten item w ogóle nie powinien być rozpatrywany jako dodany do ekwipunku - nigdy nie był typu EquippableItem");
|
||||
}
|
||||
|
||||
switch(_item.EquipmentType)
|
||||
{
|
||||
case EquipmentType.Helmet:
|
||||
{
|
||||
key = 0;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Chest:
|
||||
{
|
||||
key = 1;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Boots:
|
||||
{
|
||||
key = 2;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Weapon:
|
||||
{
|
||||
key = 3;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Potion:
|
||||
{
|
||||
key = 4;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Bracelet:
|
||||
{
|
||||
key = 5;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Necklet:
|
||||
{
|
||||
key = 6;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Ring:
|
||||
{
|
||||
if(!equipment.ContainsKey(7) || equipment[7] == null)
|
||||
{
|
||||
key = 7;
|
||||
}
|
||||
if(!equipment.ContainsKey(8) || equipment[8] == null)
|
||||
{
|
||||
key = 8;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
Debug.Log("Can't mach number to item type");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
/*
|
||||
* applu EquippableItem to be able to see actual equipment status - mapped with 'qeuipment' Dictioanry which is not showed in amnager panel :/
|
||||
*/
|
||||
public void ApplyEquipmentObject(bool put, EquippableItem _item = null)
|
||||
{
|
||||
switch(_item.EquipmentType)
|
||||
{
|
||||
case EquipmentType.Helmet:
|
||||
{
|
||||
_helmet = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Chest:
|
||||
{
|
||||
_chest = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Boots:
|
||||
{
|
||||
_boots = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Weapon:
|
||||
{
|
||||
_weapon = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Potion:
|
||||
{
|
||||
_potion_one = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Bracelet:
|
||||
{
|
||||
_potion_two = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Necklet:
|
||||
{
|
||||
_potion_three = put ? _item : null;
|
||||
break;
|
||||
}
|
||||
case EquipmentType.Ring:
|
||||
{
|
||||
if(!equipment.ContainsKey(7) || equipment[7] == null)
|
||||
{
|
||||
_potion_four = put ? _item : null;
|
||||
}
|
||||
if(!equipment.ContainsKey(8) || equipment[8] == null)
|
||||
{
|
||||
_potion_five = put ? _item : null;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
Debug.Log("Can't mach number to item type");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyEquipmentObject(int _keyPosition)
|
||||
{
|
||||
switch(_keyPosition)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
_helmet = null;
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
{
|
||||
_chest = null;
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
_boots = null;
|
||||
break;
|
||||
}
|
||||
case 3:
|
||||
{
|
||||
_weapon = null;
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
{
|
||||
_potion_one = null;
|
||||
break;
|
||||
}
|
||||
case 5:
|
||||
{
|
||||
_potion_two = null;
|
||||
break;
|
||||
}
|
||||
case 6:
|
||||
{
|
||||
_potion_three = null;
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
{
|
||||
_potion_four = null;
|
||||
break;
|
||||
}
|
||||
case 9:
|
||||
{
|
||||
_potion_five = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,82 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EquipmentPanelController : BasePanelController
|
||||
{
|
||||
[Header("Slots List")]
|
||||
[SerializeField] public const int MAX_SLOT_CUNT = 0;
|
||||
[SerializeField] public EquipmentSlot _helmet;
|
||||
[SerializeField] public EquipmentSlot _chest;
|
||||
[SerializeField] public EquipmentSlot _boots;
|
||||
[SerializeField] public EquipmentSlot _weapon;
|
||||
[SerializeField] public EquipmentSlot _potion_one;
|
||||
[SerializeField] public EquipmentSlot _potion_two;
|
||||
[SerializeField] public EquipmentSlot _potion_three;
|
||||
[SerializeField] public EquipmentSlot _potion_four;
|
||||
[SerializeField] public EquipmentSlot _potion_five;
|
||||
|
||||
Dictionary<int, EquipmentSlot> equipment;
|
||||
|
||||
// overrwrite this metoh in in parent beacuse we dont have to init any slots
|
||||
void Awake()
|
||||
{
|
||||
base.MAX_SLOT_CUNT = 9;
|
||||
|
||||
equipment = new Dictionary<int, EquipmentSlot>() {
|
||||
{ 0, _helmet },
|
||||
{ 1, _chest },
|
||||
{ 2, _boots },
|
||||
{ 3, _weapon },
|
||||
{ 4, _potion_one },
|
||||
{ 5, _potion_two },
|
||||
{ 6, _potion_three },
|
||||
{ 7, _potion_four },
|
||||
{ 8, _potion_five }
|
||||
};
|
||||
|
||||
base.Awake();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(Input.GetKeyDown("i"))
|
||||
{
|
||||
if (_instance)
|
||||
{
|
||||
_instance.GetComponent<EquipmentManager>().ClosePanel();
|
||||
Destroy(gameObject); // destroy panel
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
|
||||
if(panel != null) Destroy(panel);
|
||||
FindObjectOfType<InventoryManager>()?.ClosePanel();
|
||||
|
||||
|
||||
if(_instance)
|
||||
{
|
||||
_instance.GetComponent<EquipmentManager>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
public void Setup(GameObject _equipment, Dictionary<int, Item> _equipmentItems)
|
||||
{
|
||||
_instance = _equipment;
|
||||
|
||||
base.Setup(_equipmentItems);
|
||||
}
|
||||
|
||||
protected override ISlot SetupSlot(int key, GameObject _parent)
|
||||
{
|
||||
ISlot tmp = equipment[key];
|
||||
tmp.SetupSlot(key, null, this);
|
||||
|
||||
return tmp;
|
||||
}
|
||||
|
||||
}
|
@ -1,76 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class InventoryManager : BaseWarehouseController
|
||||
{
|
||||
public static int MAX_ITEMS = 5;
|
||||
|
||||
public static InventoryManager Instance;
|
||||
|
||||
// temporary delegate dragged item to outside static object instance to remember it
|
||||
[Space]
|
||||
[SerializeField]
|
||||
protected ISlot _draggedSlot;
|
||||
public ISlot DraggedSlot
|
||||
{
|
||||
get { return _draggedSlot; }
|
||||
set
|
||||
{
|
||||
_draggedSlot = value;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public int AddToInventory(EquippableItem pickable)
|
||||
{
|
||||
if(this._items.Count <= MAX_ITEMS)
|
||||
{
|
||||
for(int slotNumber=0; slotNumber<MAX_ITEMS; slotNumber++)
|
||||
{
|
||||
if(!this._items.ContainsKey(slotNumber))
|
||||
{
|
||||
this._items[slotNumber] = pickable;
|
||||
return slotNumber;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
///<summary>
|
||||
/// Function for placed item in inventory on SPECYFIC position
|
||||
/// Used by SceneInventoryManager for load saved items on their positions
|
||||
///</summary>
|
||||
public void SetupItemInInventory(int key, EquippableItem pickable)
|
||||
{
|
||||
this._items[key] = pickable;
|
||||
}
|
||||
|
||||
protected override void SetupPanel()
|
||||
{
|
||||
if(this.dynamicPanel)
|
||||
{
|
||||
this.dynamicPanel.GetComponent<InventoryPanelController>().Setup(gameObject, _items);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// public void DropItem()
|
||||
// {
|
||||
|
||||
// }
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7610fa3cdda79614e94110dd314fbfed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,80 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
public class InventoryPanelController : BasePanelController
|
||||
{
|
||||
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
|
||||
if(panel != null) Destroy(panel);
|
||||
GameObject.FindObjectOfType<EquipmentManager>()?.ClosePanel();
|
||||
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
|
||||
}
|
||||
|
||||
public void Setup(GameObject _inventory, Dictionary<int, Item> _items)
|
||||
{
|
||||
_instance = _inventory;
|
||||
|
||||
base.Setup(_items);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown("i"))
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
|
||||
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
protected override ISlot SetupSlot(int key, GameObject _parent)
|
||||
{
|
||||
InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
|
||||
_tmpSlot.transform.SetParent(_parent.transform);
|
||||
|
||||
_tmpSlot.SetupSlot(key, null, this);
|
||||
|
||||
return _tmpSlot;
|
||||
}
|
||||
|
||||
// public void Drop(ItemSlot<InventoryPanelController> dropItemSlot)
|
||||
// {
|
||||
// if(dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item))
|
||||
// {
|
||||
// EquippableItem dragItem = draggedSlot.Item as EquippableItem;
|
||||
// EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
|
||||
|
||||
// // for changing chest to evuuipment or onventory panel !!!!
|
||||
|
||||
// if(draggedSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Unequip(this);
|
||||
// if(dropItem != null) dropItem.Equip(this);
|
||||
// }
|
||||
|
||||
// if(dropItemSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Equip(this);
|
||||
// if(dropItem != null) dropItem.Unequip(this);
|
||||
// }
|
||||
|
||||
// Item draggedItem = draggedSlot.Item; // remember temporary currently dragged item
|
||||
|
||||
// draggedSlot.Item = dropItemSlot.Item;
|
||||
// dropItemSlot.Item = draggedItem;
|
||||
|
||||
// // update items position in chest slots
|
||||
// // - after close paned - items dont reset its positions
|
||||
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(draggedSlot.Number, draggedSlot.Item);
|
||||
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
@ -1,41 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum EquipmentType
|
||||
{
|
||||
Helmet,
|
||||
Chest,
|
||||
Gloves,
|
||||
Boots,
|
||||
Weapon,
|
||||
Potion,
|
||||
Bracelet,
|
||||
Necklet,
|
||||
Ring,
|
||||
Other
|
||||
}
|
||||
|
||||
[CreateAssetMenu]
|
||||
[System.Serializable]
|
||||
public class EquippableItem : Item
|
||||
{
|
||||
public int StrengthBonus;
|
||||
public int AgilityBonus;
|
||||
public int InteligenceBonus;
|
||||
public int VitalityBonus;
|
||||
|
||||
[Space]
|
||||
public bool isStackable = false;
|
||||
|
||||
[Space]
|
||||
public EquipmentType EquipmentType;
|
||||
|
||||
public EquippableItem(){}
|
||||
|
||||
public EquippableItem(Item _item) : base(_item){}
|
||||
|
||||
public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image)
|
||||
{
|
||||
}
|
||||
}
|
@ -39,8 +39,9 @@ public class PickableController : MonoBehaviour
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
if(InventoryManager.Instance.AddToInventory(this.item) >= 0)
|
||||
if(!InventoryUIManager.Instance.IsFull())
|
||||
{
|
||||
InventoryUIManager.Instance.Add(this.item);
|
||||
isPicked = 1;
|
||||
//PlayerPrefs.SetInt(name, isPicked);
|
||||
//gameObject.SetActive(false);
|
||||
@ -52,12 +53,11 @@ public class PickableController : MonoBehaviour
|
||||
{
|
||||
Debug.LogError("Can't pick item - Your inventory is full");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
private void OnTrigerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
|
@ -152,7 +152,7 @@ public class NPCDialogue : MonoBehaviour
|
||||
}
|
||||
if (isQuest == 2)
|
||||
{
|
||||
var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
|
||||
var questItem = InventoryUIManager.Instance.FindItemInWarehouseByName(requiredItem);
|
||||
if(!questItem.Equals(new KeyValuePair<int, Item>()))
|
||||
{
|
||||
FinishQuestPanel.SetActive(true);
|
||||
@ -243,7 +243,7 @@ public class NPCDialogue : MonoBehaviour
|
||||
{
|
||||
if (sentences.Count == 0)
|
||||
{
|
||||
var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
|
||||
var questItem = InventoryUIManager.Instance.FindItemInWarehouseByName(requiredItem);
|
||||
if(!questItem.Equals(new KeyValuePair<int, Item>()))
|
||||
{
|
||||
FinishQuestPanel.SetActive(true);
|
||||
@ -310,7 +310,7 @@ public class NPCDialogue : MonoBehaviour
|
||||
// 1. Add task to palyer quests list
|
||||
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
|
||||
|
||||
TaskManager.Instance.AddTask(myTask);
|
||||
TaskUIManager.Instance.Add(myTask);
|
||||
|
||||
// 2. Drop Axe On Map
|
||||
gameObject.GetComponent<NPCQuest>().DropItem();
|
||||
@ -322,9 +322,9 @@ public class NPCDialogue : MonoBehaviour
|
||||
public void FinishQuest()
|
||||
{
|
||||
// 1. Take item from palyer
|
||||
var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
|
||||
var questItem = InventoryUIManager.Instance.FindItemInWarehouseByName(requiredItem);
|
||||
|
||||
InventoryManager.Instance.RemoveItemFromPosition(questItem.Key);
|
||||
InventoryUIManager.Instance.RemoveByPosition(questItem[0].Key);
|
||||
|
||||
// 2. Set as finished
|
||||
isQuest = 3;
|
||||
|
@ -17,7 +17,7 @@ public class NPCQuest : MonoBehaviour
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
this.Quest = new Task(1, "Help the Lumberjack", "Find his axe in the forest and bring it back to him.", TaskHardship.Easy);
|
||||
this.Quest = new Task(1, "Help the Lumberjack", "Find his axe in the forest and bring it back to him.", TaskDifficultyEnum.Easy);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -176,14 +176,14 @@ public class Player : MonoBehaviour
|
||||
{
|
||||
if (canWalk == true)
|
||||
{
|
||||
if (!EquipmentManager.Instance._weapon)
|
||||
if (!EquipmentUIManager.Instance.GetList().Select(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First())
|
||||
return;
|
||||
|
||||
if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test") && attackSword)
|
||||
if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test") && attackSword)
|
||||
{
|
||||
myAnimator.SetTrigger("pickaxe");
|
||||
}
|
||||
else if (attackSword && EquipmentManager.Instance._weapon.Name.Equals("Basic_Sword"))
|
||||
else if (attackSword && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
||||
{
|
||||
myAnimator.SetTrigger("attack");
|
||||
}
|
||||
@ -356,16 +356,16 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void ManageStrength()
|
||||
{
|
||||
if (!EquipmentManager.Instance._weapon)
|
||||
if (!EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value)
|
||||
{
|
||||
attackValue = 0f;
|
||||
}
|
||||
else if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test"))
|
||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test"))
|
||||
{
|
||||
attackValue = 0.5f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
else if (EquipmentManager.Instance._weapon.Name.Equals("Basic_Sword"))
|
||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
||||
{
|
||||
attackValue = 1.0f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
|
3
Assets/Scripts/REFACTORING.meta
Normal file
3
Assets/Scripts/REFACTORING.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 73c868471f0c43479d69afc446536d8b
|
||||
timeCreated: 1660171705
|
3
Assets/Scripts/REFACTORING/Application.meta
Normal file
3
Assets/Scripts/REFACTORING/Application.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7b6c099a5334c44b977899871b4a61a
|
||||
timeCreated: 1660483312
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7042c6d06a175543b01bd0e9d316f53
|
||||
guid: 888d1783775092f48b15c03485e1562a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -0,0 +1,29 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class ChestController : MonoBehaviour
|
||||
{
|
||||
public void Update()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
private void OnTriggerStay2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
ChestUIManager.Instance.CurrentChestName = gameObject.transform.parent.name;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
ChestUIManager.Instance.CurrentChestName = null;
|
||||
|
||||
ChestUIManager.Instance.ClosePanel();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26a44ba4cba1985408fca11ba424361c
|
||||
guid: a532f2b712a01fc4fad02346f1a69e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class SceneChestBuilder : SceneObjectBuilder<ChestPrefabAsset>
|
||||
{
|
||||
[SerializeField] int trest = 0;
|
||||
protected override string MODEL_SOURCE_PATH { get { return "Chests/"; } }
|
||||
|
||||
public override void Build(ChestPrefabAsset objectToBuild)
|
||||
{
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if (!globalGUI)
|
||||
Debug.LogError("GUI frame not found!!");
|
||||
|
||||
|
||||
GameObject newObject = FindModel(objectToBuild.Chest.chestModel.name);
|
||||
|
||||
Debug.Log($"Chest {newObject} - name: {objectToBuild.Chest.chestModel.name}");
|
||||
|
||||
if (!newObject)
|
||||
Debug.LogError("Can't find prefarb by name " + objectToBuild.Chest.chestModel.name);
|
||||
|
||||
// Build chest on map
|
||||
GameObject chest = Instantiate(newObject, objectToBuild.Position, Quaternion.identity, globalGUI.transform);
|
||||
|
||||
chest.name = objectToBuild.Chest.Name;
|
||||
chest.transform.localScale = new Vector3(0.5f, 0.5f, 1f);
|
||||
chest.transform.localPosition = objectToBuild.Position;
|
||||
|
||||
|
||||
// data about chest cpontent should be handled in SceneChestManager class and pass to ChestUIPanel only after opening Panel by Player
|
||||
// in other words objects dont have full info about its data xd
|
||||
// confuse and irrational but this way it will be easiet to maintain Data Consistency
|
||||
}
|
||||
|
||||
public override GameObject FindModel(string modelName)
|
||||
{
|
||||
var resource = Resources.Load<GameObject>(MODEL_SOURCE_PATH + modelName);
|
||||
|
||||
if (!resource)
|
||||
throw new System.Exception($"Resource {MODEL_SOURCE_PATH + modelName} not found!!");
|
||||
|
||||
return resource;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ba28abf0f2ebba45a0f7743b05d08d9
|
||||
guid: 3db499bc88166ac409489e99ce706c8d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
3
Assets/Scripts/REFACTORING/Application/Panel.meta
Normal file
3
Assets/Scripts/REFACTORING/Application/Panel.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 925cd94b992c46259a205c12a9a3b969
|
||||
timeCreated: 1660171743
|
3
Assets/Scripts/REFACTORING/Application/Panel/Chest.meta
Normal file
3
Assets/Scripts/REFACTORING/Application/Panel/Chest.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 546db8cdadd345c6a364ed0e1a58c4b7
|
||||
timeCreated: 1660488534
|
@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class ChestDataListManager : DataListManager<ChestPrefabAsset> // or maybe EquippableItem - but its get conflicts...
|
||||
{
|
||||
[SerializeField] protected new ChestUIManager uiManager;
|
||||
|
||||
public new DataListManager<ChestPrefabAsset> SetUiManager(ref ChestUIManager _uiManager)
|
||||
{
|
||||
uiManager = _uiManager;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
public override void AddElementToList(ChestPrefabAsset newElement)
|
||||
{
|
||||
Elements.Add(newElement);
|
||||
}
|
||||
|
||||
public override void RemoveElementFromList(ChestPrefabAsset element)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
//public void AddElement
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b07ed99c7ae4d07bb7201c51459dce0
|
||||
timeCreated: 1660488551
|
@ -0,0 +1,99 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
|
||||
{
|
||||
public override bool SaveModelItem(ChestPrefabAsset model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<ChestPrefabAsset> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved Chest at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override ChestPrefabAsset LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<ChestPrefabAsset> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<ChestPrefabAssetData> questsList = formatter.Deserialize(stream) as List<ChestPrefabAssetData>;
|
||||
stream.Close();
|
||||
|
||||
return ConvertListOfDataModelsToListOfObject(questsList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<ChestPrefabAsset>();
|
||||
}
|
||||
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
private ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
|
||||
{
|
||||
return new ChestPrefabAssetData(model);
|
||||
}
|
||||
|
||||
private List<ChestPrefabAssetData> ConvertObjectsListToListOfDataModels(List<ChestPrefabAsset> modelsList)
|
||||
{
|
||||
List<ChestPrefabAssetData> convertedList = new List<ChestPrefabAssetData>();
|
||||
|
||||
foreach(ChestPrefabAsset model in modelsList)
|
||||
{
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
private ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
|
||||
{
|
||||
return (ChestPrefabAsset)dataModel.MapDataToPrefabAssetModel();
|
||||
}
|
||||
|
||||
private List<ChestPrefabAsset> ConvertListOfDataModelsToListOfObject(List<ChestPrefabAssetData> dataModelsList)
|
||||
{
|
||||
List<ChestPrefabAsset> convertedList = new List<ChestPrefabAsset>();
|
||||
|
||||
foreach (ChestPrefabAssetData dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33ba3be2d80a64440ac0f48c05695285
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,122 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
|
||||
{
|
||||
public SceneChestDataLoader(string _objectListName, string _objectFolderName)
|
||||
{
|
||||
SaveModelSystem = new SaveChestManager();
|
||||
SaveModelSystem.ObjectFolderName = _objectFolderName;
|
||||
SaveModelSystem.ObjectListName = _objectListName;
|
||||
}
|
||||
|
||||
/*
|
||||
public void LoadInventoryItemsList()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath();
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
if(file.Name != this.ItemsListName + ".fun")
|
||||
continue;
|
||||
|
||||
Dictionary<int, EquippableItemPrefabAssetData> equippableItemsList = SaveInventorySystem.LoadInventoryItemsList(this.ItemsListName);
|
||||
|
||||
// itemEntry.Value.MapDataToObject() - map data format to object
|
||||
|
||||
// save object
|
||||
foreach(KeyValuePair<int, EquippableItemPrefabAssetData> itemEntry in equippableItemsList)
|
||||
{
|
||||
InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.MapDataToEquippableItemPrefarbAsset().equippableItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveInventoryItems()
|
||||
{
|
||||
// Case I - if we remember all list
|
||||
// 1) if after removed item form DynamicList is empty - remove all file
|
||||
// 2) if after removed item form DynamciList there are another one - save updated list again
|
||||
if(InventoryManager.Instance._items.Count > 0) {
|
||||
|
||||
// 1. Map From Dictionary<int, Item>' to 'Dictionary<int, EquippableItemPrefabAsset>'
|
||||
Dictionary<int, EquippableItemPrefabAsset> mappedList = new Dictionary<int, EquippableItemPrefabAsset>();
|
||||
|
||||
foreach(KeyValuePair<int, Item> itemElement in InventoryManager.Instance._items)
|
||||
{
|
||||
mappedList[itemElement.Key] = new EquippableItemPrefabAsset(
|
||||
itemElement.Value.Name,
|
||||
itemElement.Value.ItemModel.name,
|
||||
new Vector3(0,0,0),
|
||||
(EquippableItem) itemElement.Value
|
||||
);
|
||||
}
|
||||
|
||||
// 2. Save Items
|
||||
SaveInventorySystem.SaveInventoryItemsList(mappedList, this.ItemsListName);
|
||||
} else {
|
||||
string _path = SaveSystem.GetSavePath() + "/" + this.ItemsListName + ".fun";
|
||||
|
||||
try
|
||||
{
|
||||
Debug.Log("File to remove: " + _path);
|
||||
|
||||
if(File.Exists(_path))
|
||||
{
|
||||
File.Delete(_path);
|
||||
}
|
||||
}
|
||||
catch (IOException ioExp)
|
||||
{
|
||||
Debug.LogError(ioExp.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Case II - if we rememenber object per file
|
||||
// 1) remove specyfic file
|
||||
//
|
||||
// Unfortunatelly we don't use this way of saving items yet :D
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadStaticData() { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<ChestPrefabAsset> _elements) { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<ChestPrefabAsset> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
Debug.Log(SaveModelSystem.Path);
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadGenericData() { throw new NotImplementedException(); }
|
||||
|
||||
protected override bool SaveGenericData(List<ChestPrefabAsset> _elements) { throw new NotImplementedException(); }
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3926d80a4de1b7449f0346556a1b07d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,133 @@
|
||||
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
|
||||
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
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0b2d7931c00ea64eb1da159de0455e0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e66e807c2717ee45923ec12b22309d0
|
||||
guid: d0d5e0b950ca6424a96910337a7f6325
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class EquipmentDataListManager : DataListManager<IndexValuePair<int, EquippableItem>>
|
||||
{
|
||||
public new DataListManager<IndexValuePair<int, EquippableItem>> SetUiManager(ref EquipmentUIManager _uiManager)
|
||||
{
|
||||
uiManager = _uiManager;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to init equipment list
|
||||
/// We should init this before each operation on equipment
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<IndexValuePair<int, EquippableItem>> InitEquipment()
|
||||
{
|
||||
List<IndexValuePair<int, EquippableItem>> convertedList = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair<int, EquippableItem>((int)emptyElement, null)); }
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
public override void AddElementToList(IndexValuePair<int, EquippableItem> newElement)
|
||||
{
|
||||
Elements
|
||||
.Where(equipment => equipment.Key == newElement.Key)
|
||||
.ToList()
|
||||
.ForEach(equipment => equipment.Value = newElement.Value);
|
||||
|
||||
}
|
||||
|
||||
public override void RemoveElementFromList(IndexValuePair<int, EquippableItem> element)
|
||||
{
|
||||
Elements
|
||||
.Where(equipment => equipment.Key == element.Key)
|
||||
.ToList()
|
||||
.ForEach(equipment => equipment.Value = null);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d53e77851b9a5e47bdc923549ae2993
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>
|
||||
{
|
||||
public EquipmentDataLoader(string _objectListName, string _objectFolderName)
|
||||
{
|
||||
SaveModelSystem = new SaveEquipmentManager();
|
||||
SaveModelSystem.ObjectFolderName = _objectFolderName;
|
||||
SaveModelSystem.ObjectListName = _objectListName;
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadGenericData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveGenericData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadStaticData(){ throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements) { throw new System.NotImplementedException(); }
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25443d561c199cd4ba9ee3b0aeea1014
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,156 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, EquippableItem>>
|
||||
{
|
||||
protected override string OBJECT_FOLDER_NAME { get { return "Equipment"; } }
|
||||
protected override string OBJECT_LIST_NAME { get { return "EquipmentList"; } }
|
||||
|
||||
protected new SceneBaseDataLoader<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> DataLoader { get; set; }
|
||||
|
||||
bool NewGame = false;
|
||||
public override void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Debug.Log("Create: " + gameObject);
|
||||
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log(Instance);
|
||||
Debug.LogError(gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Debug.Log("Start SceneEquipmentData manager");
|
||||
|
||||
//TaskUIManager.FindOrCreateInstance();
|
||||
var taskManager = EquipmentUIManager.Instance;
|
||||
|
||||
if (taskManager == null)
|
||||
throw new NullReferenceException("EquipmentUIManager not found!!!");
|
||||
|
||||
//StaticDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
||||
DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
||||
|
||||
DataLoader = new EquipmentDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
// taskManager.SetList();
|
||||
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
|
||||
((EquipmentDataListManager)DynamicDataList).InitEquipment();
|
||||
|
||||
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
||||
//taskManager.SetList(StaticDataList.GetList());
|
||||
|
||||
if (NewGame)
|
||||
{
|
||||
//taskManager.SetList(tmp);
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadDynamicData();
|
||||
|
||||
taskManager.SetList(DynamicDataList.GetList());
|
||||
|
||||
|
||||
|
||||
// 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
|
||||
}
|
||||
}
|
||||
|
||||
#region override load & save
|
||||
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 1. Convert EquippableItemPrefabAsset to EquippableItem list
|
||||
List<IndexValuePair<int, EquippableItem>> convertedList = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
foreach (IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>)DataLoader.LoadData(type))
|
||||
{
|
||||
if(loadedEquippableItemPrefarbAssetElement.Value != null)
|
||||
convertedList.Add(new IndexValuePair<int, EquippableItem>((int)loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem));
|
||||
else
|
||||
convertedList.Add(new IndexValuePair<int, EquippableItem>((int)loadedEquippableItemPrefarbAssetElement.Key, null));
|
||||
}
|
||||
|
||||
// 2. Pass loaded list to InventoryDataManager
|
||||
dataListManager.SetList(convertedList);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.Message);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool SaveData(List<IndexValuePair<int, EquippableItem>> _elements, SceneElementTypeEnum type)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 1. Convert EquippableItem to EquippableItemPrefabAsset list
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> convertedList = new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>();
|
||||
|
||||
foreach (IndexValuePair<int, EquippableItem> itemElement in _elements)
|
||||
{
|
||||
if(itemElement.Value)
|
||||
convertedList.Add(new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>(
|
||||
(EquipmentPanelSlotsTypeEnum)itemElement.Key,
|
||||
new EquippableItemPrefabAsset(
|
||||
itemElement.Value.Name,
|
||||
itemElement.Value.ItemModel.name,
|
||||
new Vector3(0, 0, 0),
|
||||
itemElement.Value
|
||||
)
|
||||
));
|
||||
else
|
||||
convertedList.Add(new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>((EquipmentPanelSlotsTypeEnum)itemElement.Key, null));
|
||||
}
|
||||
|
||||
// 2. Pass loaded list to InventoryDataManager
|
||||
DataLoader.SaveData(convertedList, type);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.Message);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
public override bool SaveDynamicData()
|
||||
{
|
||||
Debug.Log("SaveDynamicData");
|
||||
// tem approach
|
||||
DynamicDataList.SetList(EquipmentUIManager.Instance.GetList());
|
||||
|
||||
return base.SaveDynamicData();
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1126efb434c50f446b49891f5584c786
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,134 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
public class SaveEquipmentManager : SaveModelSystem<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>
|
||||
{
|
||||
public override bool SaveModelItem(IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved Equipment at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> euipmentList = formatter.Deserialize(stream) as List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>>;
|
||||
stream.Close();
|
||||
|
||||
return ConvertListOfDataModelsToListOfObject(euipmentList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>();
|
||||
}
|
||||
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
private IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData> ConvertObjectToDataModel(IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> model)
|
||||
{
|
||||
if (model.Value != null)
|
||||
return new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>(model.Key, new EquippableItemPrefabAssetData(model.Value));
|
||||
else
|
||||
return new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>(model.Key, null);
|
||||
|
||||
}
|
||||
|
||||
private List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> ConvertObjectsListToListOfDataModels(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> modelsList)
|
||||
{
|
||||
// 1. prepare list with all slot possibiliteies
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> convertedList = GetEmptyListOfEquipmentSlotsPrefabData();
|
||||
|
||||
// 2. Assign values
|
||||
foreach (IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> model in modelsList)
|
||||
{
|
||||
convertedList.RemoveAll(slot => slot.Key == model.Key);
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
private IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> ConvertDataModelToObject(IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData> dataModel)
|
||||
{
|
||||
if(dataModel.Value != null)
|
||||
return new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>(dataModel.Key, (EquippableItemPrefabAsset)dataModel.Value.MapDataToPrefabAssetModel());
|
||||
else
|
||||
return new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>(dataModel.Key, null);
|
||||
}
|
||||
|
||||
private List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> ConvertListOfDataModelsToListOfObject(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> dataModelsList)
|
||||
{
|
||||
// 1. prepare list with all slot possibiliteies
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> convertedList = GetEmptyListOfEquipmentSlotsPrefab();
|
||||
|
||||
// 2. Assign values
|
||||
foreach (IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData> dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.RemoveAll(slot => slot.Key == (EquipmentPanelSlotsTypeEnum)dataModel.Key);
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
|
||||
// Empty list factories functions
|
||||
private List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> GetEmptyListOfEquipmentSlotsPrefab()
|
||||
{
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> convertedList = new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>();
|
||||
|
||||
foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>(emptyElement, null)); }
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
private List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> GetEmptyListOfEquipmentSlotsPrefabData()
|
||||
{
|
||||
List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>> convertedList = new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>>();
|
||||
|
||||
foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAssetData>(emptyElement, null)); }
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71f06b6e41edc7c4aa8393be45e09f12
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe46dc8c381d43eb971d9e24236d16f0
|
||||
timeCreated: 1660405143
|
@ -0,0 +1,22 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InventoryDataListManager : DataListManager<IndexValuePair<int, EquippableItem>> // or maybe EquippableItem - but its get conflicts...
|
||||
{
|
||||
public new DataListManager<IndexValuePair<int, EquippableItem>> SetUiManager(ref InventoryUIManager _uiManager)
|
||||
{
|
||||
uiManager = _uiManager;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public override void AddElementToList(IndexValuePair<int, EquippableItem> newElement)
|
||||
{
|
||||
Elements.Add(newElement);
|
||||
}
|
||||
|
||||
public override void RemoveElementFromList(IndexValuePair<int, EquippableItem> element)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c7ff03e3ec547d39ea36456237d74e5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,99 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
public class SaveInventoryManager : SaveModelSystem<IndexValuePair<int, EquippableItemPrefabAsset>>
|
||||
{
|
||||
public override bool SaveModelItem(IndexValuePair<int, EquippableItemPrefabAsset> model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<IndexValuePair<int, EquippableItemPrefabAsset>> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved Inventory at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override IndexValuePair<int, EquippableItemPrefabAsset> LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<IndexValuePair<int, EquippableItemPrefabAssetData>> questsList = formatter.Deserialize(stream) as List<IndexValuePair<int, EquippableItemPrefabAssetData>>;
|
||||
stream.Close();
|
||||
|
||||
return ConvertListOfDataModelsToListOfObject(questsList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<IndexValuePair<int, EquippableItemPrefabAsset>>();
|
||||
}
|
||||
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
private IndexValuePair<int, EquippableItemPrefabAssetData> ConvertObjectToDataModel(IndexValuePair<int, EquippableItemPrefabAsset> model)
|
||||
{
|
||||
return new IndexValuePair<int, EquippableItemPrefabAssetData>(model.Key, new EquippableItemPrefabAssetData(model.Value));
|
||||
}
|
||||
|
||||
private List<IndexValuePair<int, EquippableItemPrefabAssetData>> ConvertObjectsListToListOfDataModels(List<IndexValuePair<int, EquippableItemPrefabAsset>> modelsList)
|
||||
{
|
||||
List<IndexValuePair<int, EquippableItemPrefabAssetData>> convertedList = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
|
||||
|
||||
foreach(IndexValuePair<int, EquippableItemPrefabAsset> model in modelsList)
|
||||
{
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
private IndexValuePair<int, EquippableItemPrefabAsset> ConvertDataModelToObject(IndexValuePair<int, EquippableItemPrefabAssetData> dataModel)
|
||||
{
|
||||
return new IndexValuePair<int, EquippableItemPrefabAsset>(dataModel.Key, (EquippableItemPrefabAsset)dataModel.Value.MapDataToPrefabAssetModel());
|
||||
}
|
||||
|
||||
private List<IndexValuePair<int, EquippableItemPrefabAsset>> ConvertListOfDataModelsToListOfObject(List<IndexValuePair<int, EquippableItemPrefabAssetData>> dataModelsList)
|
||||
{
|
||||
List<IndexValuePair<int, EquippableItemPrefabAsset>> convertedList = new List<IndexValuePair<int, EquippableItemPrefabAsset>>();
|
||||
|
||||
foreach (IndexValuePair<int, EquippableItemPrefabAssetData> dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae3fbd7c37d1aa140a398a84afd9adb4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int, EquippableItemPrefabAsset>>
|
||||
{
|
||||
public SceneInventoryDataLoader(string _objectListName, string _objectFolderName)
|
||||
{
|
||||
SaveModelSystem = new SaveInventoryManager();
|
||||
SaveModelSystem.ObjectFolderName = _objectFolderName;
|
||||
SaveModelSystem.ObjectListName = _objectListName;
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadGenericData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveGenericData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadStaticData() { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements) { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
Debug.Log(SaveModelSystem.Path);
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: baf283801c6e7974fa09be212719ea78
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user