BUILD - hot fix after merge
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@ -61,6 +62,7 @@ SpriteRenderer:
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|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 4869648843286970699}
|
m_Father: {fileID: 4869648843286970699}
|
||||||
m_RootOrder: 9
|
m_RootOrder: 9
|
||||||
@ -5686,6 +5705,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 4869648843286970699}
|
m_Father: {fileID: 4869648843286970699}
|
||||||
m_RootOrder: 6
|
m_RootOrder: 6
|
||||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -42,6 +42,10 @@ public class PickableController : MonoBehaviour
|
|||||||
if(!InventoryUIManager.Instance.IsFull())
|
if(!InventoryUIManager.Instance.IsFull())
|
||||||
{
|
{
|
||||||
InventoryUIManager.Instance.Add(this.item);
|
InventoryUIManager.Instance.Add(this.item);
|
||||||
|
|
||||||
|
if(InventoryUIManager.Instance.GetPanelStatus())
|
||||||
|
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
|
||||||
|
|
||||||
isPicked = 1;
|
isPicked = 1;
|
||||||
//PlayerPrefs.SetInt(name, isPicked);
|
//PlayerPrefs.SetInt(name, isPicked);
|
||||||
//gameObject.SetActive(false);
|
//gameObject.SetActive(false);
|
||||||
@ -57,7 +61,7 @@ public class PickableController : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTrigerEnter2D(Collider2D collision)
|
private void OnTriggerEnter2D(Collider2D collision)
|
||||||
{
|
{
|
||||||
if (collision.tag == "Player")
|
if (collision.tag == "Player")
|
||||||
{
|
{
|
||||||
|
@ -52,8 +52,6 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
sentences = new Queue<string>();
|
sentences = new Queue<string>();
|
||||||
sentencesWQuest = new Queue<string>();
|
sentencesWQuest = new Queue<string>();
|
||||||
sentencesAQuest = new Queue<string>();
|
sentencesAQuest = new Queue<string>();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TriggerDialogue()
|
public void TriggerDialogue()
|
||||||
@ -326,7 +324,15 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
|
|
||||||
InventoryUIManager.Instance.RemoveByPosition(questItem[0].Key);
|
InventoryUIManager.Instance.RemoveByPosition(questItem[0].Key);
|
||||||
|
|
||||||
// 2. Set as finished
|
// 3. remove quest from player list
|
||||||
|
var task = TaskUIManager.Instance.FindTaskByName(gameObject.GetComponent<NPCQuest>().quest.Title);
|
||||||
|
|
||||||
|
if (task.Count == 0)
|
||||||
|
Debug.LogError($"Task '{gameObject.GetComponent<NPCQuest>().quest.Title}' not found");
|
||||||
|
else
|
||||||
|
TaskUIManager.Instance.RemoveByName(gameObject.GetComponent<NPCQuest>().quest.Title);
|
||||||
|
|
||||||
|
// 3. Set as finished
|
||||||
isQuest = 3;
|
isQuest = 3;
|
||||||
EndDialogue();
|
EndDialogue();
|
||||||
}
|
}
|
||||||
|
@ -174,16 +174,17 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
private void HandleAttacks()
|
private void HandleAttacks()
|
||||||
{
|
{
|
||||||
|
|
||||||
if (canWalk == true)
|
if (canWalk == true)
|
||||||
{
|
{
|
||||||
if (!EquipmentUIManager.Instance.GetList().Select(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First())
|
if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test") && attackSword)
|
if (EquipmentUIManager.Instance.GetList().Count() != 0 && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Pickaxe") && attackSword)
|
||||||
{
|
{
|
||||||
myAnimator.SetTrigger("pickaxe");
|
myAnimator.SetTrigger("pickaxe");
|
||||||
}
|
}
|
||||||
else if (attackSword && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
else if (attackSword && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Basic Sword"))
|
||||||
{
|
{
|
||||||
myAnimator.SetTrigger("attack");
|
myAnimator.SetTrigger("attack");
|
||||||
}
|
}
|
||||||
@ -356,16 +357,20 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public void ManageStrength()
|
public void ManageStrength()
|
||||||
{
|
{
|
||||||
if (!EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value)
|
if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
|
||||||
{
|
{
|
||||||
attackValue = 0f;
|
attackValue = 0f;
|
||||||
}
|
}
|
||||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test"))
|
else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
|
||||||
|
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
|
||||||
|
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Pickaxe"))
|
||||||
{
|
{
|
||||||
attackValue = 0.5f;
|
attackValue = 0.5f;
|
||||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||||
}
|
}
|
||||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
|
||||||
|
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
|
||||||
|
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Basic Sword"))
|
||||||
{
|
{
|
||||||
attackValue = 1.0f;
|
attackValue = 1.0f;
|
||||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||||
|
@ -24,6 +24,11 @@ public class ChestController : MonoBehaviour
|
|||||||
ChestUIManager.Instance.CurrentChestName = null;
|
ChestUIManager.Instance.CurrentChestName = null;
|
||||||
|
|
||||||
ChestUIManager.Instance.ClosePanel();
|
ChestUIManager.Instance.ClosePanel();
|
||||||
|
|
||||||
|
// Close additiona panels
|
||||||
|
if (EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.ClosePanel();
|
||||||
|
|
||||||
|
if (InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.ClosePanel();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -62,12 +62,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
|
|||||||
// Support function
|
// Support function
|
||||||
|
|
||||||
// 1. From model to data format
|
// 1. From model to data format
|
||||||
private ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
|
public static ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
|
||||||
{
|
{
|
||||||
return new ChestPrefabAssetData(model);
|
return new ChestPrefabAssetData(model);
|
||||||
}
|
}
|
||||||
|
|
||||||
private List<ChestPrefabAssetData> ConvertObjectsListToListOfDataModels(List<ChestPrefabAsset> modelsList)
|
public static List<ChestPrefabAssetData> ConvertObjectsListToListOfDataModels(List<ChestPrefabAsset> modelsList)
|
||||||
{
|
{
|
||||||
List<ChestPrefabAssetData> convertedList = new List<ChestPrefabAssetData>();
|
List<ChestPrefabAssetData> convertedList = new List<ChestPrefabAssetData>();
|
||||||
|
|
||||||
@ -80,12 +80,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 2. From data to model format
|
// 2. From data to model format
|
||||||
private ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
|
public static ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
|
||||||
{
|
{
|
||||||
return (ChestPrefabAsset)dataModel.MapDataToPrefabAssetModel();
|
return (ChestPrefabAsset)dataModel.MapDataToPrefabAssetModel();
|
||||||
}
|
}
|
||||||
|
|
||||||
private List<ChestPrefabAsset> ConvertListOfDataModelsToListOfObject(List<ChestPrefabAssetData> dataModelsList)
|
public static List<ChestPrefabAsset> ConvertListOfDataModelsToListOfObject(List<ChestPrefabAssetData> dataModelsList)
|
||||||
{
|
{
|
||||||
List<ChestPrefabAsset> convertedList = new List<ChestPrefabAsset>();
|
List<ChestPrefabAsset> convertedList = new List<ChestPrefabAsset>();
|
||||||
|
|
||||||
|
@ -87,9 +87,6 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
protected override List<ChestPrefabAsset> LoadStaticData() { throw new System.NotImplementedException(); }
|
|
||||||
|
|
||||||
protected override List<ChestPrefabAsset> LoadDynamicData()
|
protected override List<ChestPrefabAsset> LoadDynamicData()
|
||||||
{
|
{
|
||||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||||
@ -97,23 +94,11 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
|
|||||||
return SaveModelSystem.LoadModelList();
|
return SaveModelSystem.LoadModelList();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool SaveStaticData(List<ChestPrefabAsset> _elements) { throw new System.NotImplementedException(); }
|
|
||||||
|
|
||||||
protected override bool SaveDynamicData(List<ChestPrefabAsset> _elements)
|
protected override bool SaveDynamicData(List<ChestPrefabAsset> _elements)
|
||||||
{
|
{
|
||||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||||
|
|
||||||
Debug.Log(SaveModelSystem.Path);
|
return base.SaveDynamicData(_elements);
|
||||||
|
|
||||||
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 List<ChestPrefabAsset> LoadGenericData() { throw new NotImplementedException(); }
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
@ -15,15 +16,12 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
|||||||
|
|
||||||
[SerializeField] Chest CurrentChest;
|
[SerializeField] Chest CurrentChest;
|
||||||
|
|
||||||
|
[SerializeField] protected new ChestUIManager UiManager;
|
||||||
|
|
||||||
[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
|
[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
|
||||||
|
[SerializeField] List<ChestPrefabAsset> convertedData = new List<ChestPrefabAsset>();
|
||||||
|
|
||||||
|
|
||||||
[SerializeField] List<ChestPrefabAsset> convertDataToAsset = new List<ChestPrefabAsset>();
|
|
||||||
|
|
||||||
|
|
||||||
// tmp var
|
|
||||||
bool NewGame = true;
|
|
||||||
|
|
||||||
public override void Awake()
|
public override void Awake()
|
||||||
{
|
{
|
||||||
if (Instance == null)
|
if (Instance == null)
|
||||||
@ -37,68 +35,24 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
public override void Start()
|
||||||
{
|
{
|
||||||
Debug.Log("Start SceneChestData manager");
|
Debug.Log("Start SceneChestData manager");
|
||||||
|
|
||||||
//TaskUIManager.FindOrCreateInstance();
|
//TaskUIManager.FindOrCreateInstance();
|
||||||
var chestManager = ChestUIManager.Instance;
|
UiManager = ChestUIManager.Instance;
|
||||||
|
|
||||||
if (chestManager == null)
|
if (UiManager == null)
|
||||||
throw new NullReferenceException("ChestUIManager not found!!!");
|
throw new NullReferenceException("ChestUIManager not found!!!");
|
||||||
|
|
||||||
StaticDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
|
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref UiManager);
|
||||||
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
|
|
||||||
|
|
||||||
DataLoader = new SceneChestDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
DataLoader = new SceneChestDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||||
|
|
||||||
ChestBuilder = new SceneChestBuilder();
|
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);
|
base.Start();
|
||||||
|
|
||||||
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..
|
// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
|
||||||
@ -117,17 +71,76 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
protected override void UseDefaultSettings()
|
||||||
|
{
|
||||||
|
foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertedData.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); }
|
||||||
|
|
||||||
|
ChestBuilder.ElementsToBuildOnSceneList = convertedData;
|
||||||
|
ChestBuilder.BuildList();
|
||||||
|
|
||||||
|
|
||||||
|
DynamicDataList.SetList(convertedData);
|
||||||
|
|
||||||
|
List<Chest> tmp = new List<Chest>();
|
||||||
|
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||||
|
|
||||||
|
UiManager.SetList(tmp);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UseDynamicSettings()
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
LoadDynamicData();
|
||||||
|
|
||||||
|
|
||||||
|
// VERy VERY provisional SOLUTION
|
||||||
|
if (DynamicDataList.GetList().Count == 0)
|
||||||
|
{
|
||||||
|
UseDefaultSettings();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList();
|
||||||
|
ChestBuilder.BuildList();
|
||||||
|
|
||||||
|
List<Chest> tmp = new List<Chest>();
|
||||||
|
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||||
|
|
||||||
|
UiManager.SetList(tmp);
|
||||||
|
}
|
||||||
|
|
||||||
// TODO manager api
|
// TODO manager api
|
||||||
// open panel extend function
|
// open panel extend function
|
||||||
// close panel extend function
|
// close panel extend function
|
||||||
|
|
||||||
public void OpenPanel(string chestName)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
// TODO chest api
|
// TODO chest api
|
||||||
// add to chest - find chest by its name np
|
// add to chest - find chest by its name np
|
||||||
// remove from chest - select chest by its name -
|
// remove from chest - select chest by its name -
|
||||||
// chesk item in chest - check chest by tis name
|
// chesk item in chest - check chest by tis name
|
||||||
|
|
||||||
|
|
||||||
|
public override bool SaveDynamicData()
|
||||||
|
{
|
||||||
|
// TODO
|
||||||
|
// how to get list
|
||||||
|
// 1. List in UI manager should be synchronized with list in this manager
|
||||||
|
|
||||||
|
foreach (Chest chest in UiManager.GetList())
|
||||||
|
{
|
||||||
|
DynamicDataList.GetList().Where(el => el.Name == chest.Name).ToList().ForEach(slot => slot.Chest = chest);
|
||||||
|
}
|
||||||
|
|
||||||
|
//DynamicDataList.SetList(tmp);
|
||||||
|
|
||||||
|
// approach:
|
||||||
|
// 1. get from outside, update local list && us it
|
||||||
|
// 2. Handle list synchronized all the time & pass local list
|
||||||
|
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -35,7 +35,6 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadDynamicData()
|
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||||
{
|
{
|
||||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||||
@ -43,22 +42,11 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
|
|||||||
return SaveModelSystem.LoadModelList();
|
return SaveModelSystem.LoadModelList();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadStaticData(){ throw new System.NotImplementedException(); }
|
|
||||||
|
|
||||||
protected override bool SaveDynamicData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements)
|
protected override bool SaveDynamicData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements)
|
||||||
{
|
{
|
||||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||||
|
|
||||||
try
|
return base.SaveDynamicData(_elements);
|
||||||
{
|
|
||||||
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(); }
|
|
||||||
}
|
}
|
||||||
|
@ -10,7 +10,10 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
|||||||
|
|
||||||
protected new SceneBaseDataLoader<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> DataLoader { get; set; }
|
protected new SceneBaseDataLoader<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> DataLoader { get; set; }
|
||||||
|
|
||||||
bool NewGame = false;
|
[SerializeField] public List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> ElementsToBuildOnSceneList = new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>();
|
||||||
|
[SerializeField] List<IndexValuePair<int, EquippableItem>> convertedData = new List<IndexValuePair<int, EquippableItem>>();
|
||||||
|
|
||||||
|
|
||||||
public override void Awake()
|
public override void Awake()
|
||||||
{
|
{
|
||||||
if (Instance == null)
|
if (Instance == null)
|
||||||
@ -27,48 +30,60 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
public override void Start()
|
||||||
{
|
{
|
||||||
Debug.Log("Start SceneEquipmentData manager");
|
Debug.Log("Start SceneEquipmentData manager");
|
||||||
|
|
||||||
//TaskUIManager.FindOrCreateInstance();
|
//TaskUIManager.FindOrCreateInstance();
|
||||||
var taskManager = EquipmentUIManager.Instance;
|
UiManager = EquipmentUIManager.Instance;
|
||||||
|
|
||||||
if (taskManager == null)
|
if (UiManager == null)
|
||||||
throw new NullReferenceException("EquipmentUIManager not found!!!");
|
throw new NullReferenceException("EquipmentUIManager not found!!!");
|
||||||
|
|
||||||
//StaticDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
//StaticDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
||||||
DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref UiManager);
|
||||||
|
|
||||||
DataLoader = new EquipmentDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
DataLoader = new EquipmentDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||||
|
|
||||||
// taskManager.SetList();
|
|
||||||
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
|
|
||||||
((EquipmentDataListManager)DynamicDataList).InitEquipment();
|
((EquipmentDataListManager)DynamicDataList).InitEquipment();
|
||||||
|
|
||||||
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
|
||||||
//taskManager.SetList(StaticDataList.GetList());
|
|
||||||
|
|
||||||
if (NewGame)
|
base.Start();
|
||||||
{
|
|
||||||
//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
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||||
|
{
|
||||||
|
return GameObject.FindObjectOfType<EquipmentDataManager>();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||||
|
{
|
||||||
|
return managerGameObject.AddComponent<EquipmentDataManager>();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UseDefaultSettings()
|
||||||
|
{
|
||||||
|
foreach (IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> asset in ElementsToBuildOnSceneList)
|
||||||
|
{
|
||||||
|
convertedData.Add(
|
||||||
|
new IndexValuePair<int, EquippableItem>((int)asset.Key, (EquippableItem)asset.Value.EquippableItem)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
DynamicDataList.SetList(convertedData);
|
||||||
|
|
||||||
|
UiManager.SetList(convertedData);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UseDynamicSettings()
|
||||||
|
{
|
||||||
|
LoadDynamicData();
|
||||||
|
|
||||||
|
UiManager.SetList(DynamicDataList.GetList());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#region override load & save
|
#region override load & save
|
||||||
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
||||||
{
|
{
|
||||||
@ -134,23 +149,4 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
#endregion
|
#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();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
@ -34,7 +34,6 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadStaticData() { throw new System.NotImplementedException(); }
|
|
||||||
|
|
||||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
|
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||||
{
|
{
|
||||||
@ -43,22 +42,10 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
|
|||||||
return SaveModelSystem.LoadModelList();
|
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)
|
protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements)
|
||||||
{
|
{
|
||||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||||
|
|
||||||
Debug.Log(SaveModelSystem.Path);
|
return base.SaveDynamicData(_elements);
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
SaveModelSystem.SaveModelList(_elements);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
catch (Exception e) { Debug.LogError(e.Message); }
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -29,32 +29,72 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
public override void Start()
|
||||||
{
|
{
|
||||||
Debug.Log("Start SceneInventoryData manager");
|
Debug.Log("Start SceneInventoryData manager");
|
||||||
|
|
||||||
//TaskUIManager.FindOrCreateInstance();
|
//TaskUIManager.FindOrCreateInstance();
|
||||||
var inventoryManager = InventoryUIManager.Instance;
|
UiManager = InventoryUIManager.Instance;
|
||||||
|
|
||||||
if (inventoryManager == null)
|
if (UiManager == null)
|
||||||
throw new NullReferenceException("InventoryUIManager not found!!!");
|
throw new NullReferenceException("InventoryUIManager not found!!!");
|
||||||
|
|
||||||
StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
|
//StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
|
||||||
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
DynamicDataList = (new InventoryDataListManager()).SetUiManager(ref UiManager);
|
||||||
|
|
||||||
DataLoader = new SceneInventoryDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
DataLoader = new SceneInventoryDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||||
|
|
||||||
|
|
||||||
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
|
base.Start();
|
||||||
|
|
||||||
// LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
|
||||||
// LoadDynamicData();
|
|
||||||
|
|
||||||
//inventoryManager.SetList(StaticDataList.GetList());
|
|
||||||
|
|
||||||
//inventoryManager.OpenPanel();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||||
|
{
|
||||||
|
return GameObject.FindObjectOfType<SceneInventoryDataManager>();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||||
|
{
|
||||||
|
return managerGameObject.AddComponent<SceneInventoryDataManager>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
protected override void UseDefaultSettings()
|
||||||
|
{
|
||||||
|
return; // at the beginning we want to have inventory empty
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UseDynamicSettings()
|
||||||
|
{
|
||||||
|
LoadDynamicData();
|
||||||
|
|
||||||
|
UiManager.SetList(DynamicDataList.GetList());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// TODO whats with that
|
||||||
|
/*
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
#region override load & save
|
#region override load & save
|
||||||
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
||||||
{
|
{
|
||||||
@ -63,7 +103,7 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
|||||||
// 1. Convert EquippableItemPrefabAsset to EquippableItem list
|
// 1. Convert EquippableItemPrefabAsset to EquippableItem list
|
||||||
List<IndexValuePair<int, EquippableItem>> convertedList = new List<IndexValuePair<int, EquippableItem>>();
|
List<IndexValuePair<int, EquippableItem>> convertedList = new List<IndexValuePair<int, EquippableItem>>();
|
||||||
|
|
||||||
foreach(IndexValuePair<int, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<IndexValuePair<int, EquippableItemPrefabAsset>>)DataLoader.LoadData(SceneElementTypeEnum.None))
|
foreach (IndexValuePair<int, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<IndexValuePair<int, EquippableItemPrefabAsset>>)DataLoader.LoadData(SceneElementTypeEnum.None))
|
||||||
{
|
{
|
||||||
convertedList.Add(new IndexValuePair<int, EquippableItem>(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem));
|
convertedList.Add(new IndexValuePair<int, EquippableItem>(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem));
|
||||||
}
|
}
|
||||||
@ -72,7 +112,7 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
|||||||
dataListManager.SetList(convertedList);
|
dataListManager.SetList(convertedList);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
Debug.LogError(e.Message);
|
Debug.LogError(e.Message);
|
||||||
@ -114,34 +154,4 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
|
||||||
{
|
|
||||||
return GameObject.FindObjectOfType<SceneInventoryDataManager>();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
|
||||||
{
|
|
||||||
return managerGameObject.AddComponent<SceneInventoryDataManager>();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// TODO whats with that
|
|
||||||
/* 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;
|
|
||||||
}*/
|
|
||||||
}
|
}
|
||||||
|
@ -88,13 +88,20 @@ public class SceneTaskDataLoader : SceneBaseDataLoader<Task>
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override List<Task> LoadStaticData() { throw new System.NotImplementedException(); }
|
|
||||||
|
|
||||||
protected override List<Task> LoadDynamicData() { throw new System.NotImplementedException(); }
|
protected override List<Task> LoadDynamicData()
|
||||||
|
{
|
||||||
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||||
|
|
||||||
protected override bool SaveStaticData(List<Task> _elements) { throw new System.NotImplementedException(); }
|
return SaveModelSystem.LoadModelList();
|
||||||
|
}
|
||||||
|
|
||||||
protected override bool SaveDynamicData(List<Task> _elements) { throw new System.NotImplementedException(); }
|
protected override bool SaveDynamicData(List<Task> _elements)
|
||||||
|
{
|
||||||
|
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||||
|
|
||||||
|
return base.SaveDynamicData(_elements);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
||||||
@ -6,27 +7,25 @@ public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
|||||||
protected override string OBJECT_FOLDER_NAME { get { return "Quest"; } }
|
protected override string OBJECT_FOLDER_NAME { get { return "Quest"; } }
|
||||||
protected override string OBJECT_LIST_NAME { get { return "QuestsList"; } }
|
protected override string OBJECT_LIST_NAME { get { return "QuestsList"; } }
|
||||||
|
|
||||||
private void Start()
|
[SerializeField] public List<Task> ElementsToBuildOnSceneList = new List<Task>();
|
||||||
|
|
||||||
|
|
||||||
|
public override void Start()
|
||||||
{
|
{
|
||||||
Debug.Log("Start SceneTaskdata manager");
|
Debug.Log("Start SceneTaskdata manager");
|
||||||
|
|
||||||
//TaskUIManager.FindOrCreateInstance();
|
//TaskUIManager.FindOrCreateInstance();
|
||||||
var taskManager = TaskUIManager.Instance;
|
UiManager = TaskUIManager.Instance;
|
||||||
|
|
||||||
if (taskManager == null)
|
if (UiManager == null)
|
||||||
throw new NullReferenceException("TaskUIManager not found!!!");
|
throw new NullReferenceException("TaskUIManager not found!!!");
|
||||||
|
|
||||||
StaticDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
DynamicDataList = (new TaskDataListManager()).SetUiManager(ref UiManager);
|
||||||
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
|
||||||
|
|
||||||
DataLoader = new SceneTaskDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
DataLoader = new SceneTaskDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||||
|
|
||||||
// taskManager.SetList();
|
|
||||||
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
|
|
||||||
|
|
||||||
|
|
||||||
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
base.Start();
|
||||||
//taskManager.SetList(StaticDataList.GetList());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected SceneBaseDataManager<Task> GetObjectType()
|
protected SceneBaseDataManager<Task> GetObjectType()
|
||||||
@ -38,4 +37,18 @@ public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
|||||||
{
|
{
|
||||||
return managerGameObject.AddComponent<SceneTaskDataManager>();
|
return managerGameObject.AddComponent<SceneTaskDataManager>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override void UseDefaultSettings()
|
||||||
|
{
|
||||||
|
DynamicDataList.SetList(ElementsToBuildOnSceneList);
|
||||||
|
|
||||||
|
UiManager.SetList(ElementsToBuildOnSceneList);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UseDynamicSettings()
|
||||||
|
{
|
||||||
|
LoadDynamicData();
|
||||||
|
|
||||||
|
UiManager.SetList(DynamicDataList.GetList());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -25,10 +25,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
|||||||
{
|
{
|
||||||
return LoadGenericData();
|
return LoadGenericData();
|
||||||
}
|
}
|
||||||
case SceneElementTypeEnum.Static:
|
/* case SceneElementTypeEnum.Static:
|
||||||
{
|
{
|
||||||
return LoadStaticData();
|
return LoadStaticData();
|
||||||
}
|
}*/
|
||||||
case SceneElementTypeEnum.Dynamic:
|
case SceneElementTypeEnum.Dynamic:
|
||||||
{
|
{
|
||||||
return LoadDynamicData();
|
return LoadDynamicData();
|
||||||
@ -50,10 +50,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
|||||||
{
|
{
|
||||||
return SaveGenericData(_elements);
|
return SaveGenericData(_elements);
|
||||||
}
|
}
|
||||||
case SceneElementTypeEnum.Static:
|
/* case SceneElementTypeEnum.Static:
|
||||||
{
|
{
|
||||||
return SaveStaticData(_elements);
|
return SaveStaticData(_elements);
|
||||||
}
|
}*/
|
||||||
case SceneElementTypeEnum.Dynamic:
|
case SceneElementTypeEnum.Dynamic:
|
||||||
{
|
{
|
||||||
return SaveDynamicData(_elements);
|
return SaveDynamicData(_elements);
|
||||||
@ -68,11 +68,23 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
protected abstract List<T> LoadStaticData();
|
|
||||||
protected abstract List<T> LoadDynamicData();
|
protected abstract List<T> LoadDynamicData();
|
||||||
protected abstract List<T> LoadGenericData();
|
protected abstract List<T> LoadGenericData();
|
||||||
|
|
||||||
protected abstract bool SaveStaticData(List<T> _elements);
|
protected virtual bool SaveDynamicData(List<T> _elements)
|
||||||
protected abstract bool SaveDynamicData(List<T> _elements);
|
{
|
||||||
|
Debug.Log(SaveModelSystem.Path);
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
SaveModelSystem.SaveModelList(_elements);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
catch (Exception e) { Debug.LogError(e.Message); }
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
protected abstract bool SaveGenericData(List<T> _elements);
|
protected abstract bool SaveGenericData(List<T> _elements);
|
||||||
}
|
}
|
||||||
|
@ -7,9 +7,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
|||||||
protected virtual string OBJECT_FOLDER_NAME => "";
|
protected virtual string OBJECT_FOLDER_NAME => "";
|
||||||
protected virtual string OBJECT_LIST_NAME => "";
|
protected virtual string OBJECT_LIST_NAME => "";
|
||||||
|
|
||||||
protected bool IsNewGame = true; // change to use global "gateway"
|
|
||||||
|
|
||||||
protected DataListManager<T> StaticDataList;
|
protected UIBaseManager<T> UiManager;
|
||||||
|
|
||||||
protected DataListManager<T> DynamicDataList;
|
protected DataListManager<T> DynamicDataList;
|
||||||
|
|
||||||
protected SceneBaseDataLoader<T> DataLoader { get; set; }
|
protected SceneBaseDataLoader<T> DataLoader { get; set; }
|
||||||
@ -32,30 +32,57 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to manage objects on scene depending on class responsibility
|
||||||
|
///
|
||||||
|
/// Important - USE THIS METHOD IN EVERY CHILD'S 'start' FUNCTION
|
||||||
|
/// </summary>
|
||||||
|
public virtual void Start()
|
||||||
|
{
|
||||||
|
// Decide which element use during game
|
||||||
|
AfterStart();
|
||||||
|
}
|
||||||
|
|
||||||
protected static SceneBaseDataManager<T> GetObjectType()
|
protected static SceneBaseDataManager<T> GetObjectType()
|
||||||
{
|
{
|
||||||
return GameObject.FindObjectOfType<SceneBaseDataManager<T>>();
|
return GameObject.FindObjectOfType<SceneBaseDataManager<T>>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected static SceneBaseDataManager<T> CreateInstance()
|
/*
|
||||||
|
* TODO WHAT WITH THAT...
|
||||||
|
* protected static SceneBaseDataManager<T> CreateInstance()
|
||||||
|
{
|
||||||
|
var managerGameObject = HandleManagerOnScene();
|
||||||
|
|
||||||
|
if (!managerGameObject)
|
||||||
|
throw new Exception("Game object to srote Managers scripts not found on scene!!!");
|
||||||
|
|
||||||
|
return managerGameObject.AddComponent<SceneBaseDataManager<T>>();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to handel GLOBAL manager object from scene
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
protected static GameObject HandleManagerOnScene()
|
||||||
|
{
|
||||||
|
return GameObject.FindGameObjectWithTag("Manager").transform.Find("DataManger").gameObject;
|
||||||
|
}*/
|
||||||
|
|
||||||
|
protected void AfterStart()
|
||||||
{
|
{
|
||||||
var managerGameObject = HandleManagerOnScene();
|
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
|
||||||
|
{
|
||||||
if (!managerGameObject)
|
UseDefaultSettings();
|
||||||
throw new Exception("Game object to srote Managers scripts not found on scene!!!");
|
} else {
|
||||||
|
UseDynamicSettings();
|
||||||
return managerGameObject.AddComponent<SceneBaseDataManager<T>>();
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
protected abstract void UseDefaultSettings();
|
||||||
/// Function to handel GLOBAL manager object from scene
|
protected abstract void UseDynamicSettings();
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
protected static GameObject HandleManagerOnScene()
|
|
||||||
{
|
|
||||||
return GameObject.FindGameObjectWithTag("Manager").transform.Find("DataManger").gameObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
#region Lad & Save
|
||||||
protected virtual bool LoadData(SceneElementTypeEnum type, ref DataListManager<T> dataListManager)
|
protected virtual bool LoadData(SceneElementTypeEnum type, ref DataListManager<T> dataListManager)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
@ -87,43 +114,12 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
|||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
#region DynamicData Methods
|
||||||
/// Part of static list CURD methods
|
/// <summary>
|
||||||
/// </summary>
|
/// Part of dynamic list CURD methods
|
||||||
public bool LoadStaticData()
|
/// </summary>
|
||||||
{
|
|
||||||
return LoadData(SceneElementTypeEnum.Static, ref StaticDataList);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void AddElementToStaticList(T _element)
|
|
||||||
{
|
|
||||||
StaticDataList.AddElementToList(_element);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void RemoveElementFromStaticList(T _element)
|
|
||||||
{
|
|
||||||
StaticDataList.RemoveElementFromList(_element);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool SaveStaticData()
|
|
||||||
{
|
|
||||||
// TODO
|
|
||||||
// how to get list
|
|
||||||
// 1. List in UI manager should be synchronized with list in this manager
|
|
||||||
|
|
||||||
// approach:
|
|
||||||
// 1. get from outside, update local list && us it
|
|
||||||
// 2. Handle list synchronized all the time & pass local list
|
|
||||||
|
|
||||||
Debug.Log("SaveStaticData");
|
|
||||||
return SaveData(StaticDataList.GetList(), SceneElementTypeEnum.Static);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Part of dynamic list CURD methods
|
|
||||||
/// </summary>
|
|
||||||
public bool LoadDynamicData()
|
public bool LoadDynamicData()
|
||||||
{
|
{
|
||||||
return LoadData(SceneElementTypeEnum.Dynamic, ref DynamicDataList);
|
return LoadData(SceneElementTypeEnum.Dynamic, ref DynamicDataList);
|
||||||
@ -144,11 +140,12 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
|||||||
// TODO
|
// TODO
|
||||||
// how to get list
|
// how to get list
|
||||||
// 1. List in UI manager should be synchronized with list in this manager
|
// 1. List in UI manager should be synchronized with list in this manager
|
||||||
|
DynamicDataList.SetList(UiManager.GetList());
|
||||||
|
|
||||||
// approach:
|
// approach:
|
||||||
// 1. get from outside, update local list && us it
|
// 1. get from outside, update local list && us it
|
||||||
// 2. Handle list synchronized all the time & pass local list
|
// 2. Handle list synchronized all the time & pass local list
|
||||||
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
|
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
|
||||||
}
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
@ -83,7 +83,7 @@ public abstract class DraggablePanelController : PanelController<IndexValuePair<
|
|||||||
|
|
||||||
EquippableItem tmpDraggedItem = draggedSlot.Item == null ? null : new EquippableItem(draggedSlot.Item); // InventoryUIManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
|
EquippableItem tmpDraggedItem = draggedSlot.Item == null ? null : new EquippableItem(draggedSlot.Item); // InventoryUIManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
|
||||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(dropItemSlot.Number, tmpDraggedItem));
|
UiManager.Add(new IndexValuePair<int, EquippableItem>(dropItemSlot.Number, tmpDraggedItem));
|
||||||
Debug.Log(UiManager);
|
|
||||||
// !!! remember item from dropped position to future operation !!!
|
// !!! remember item from dropped position to future operation !!!
|
||||||
if (dropItem)
|
if (dropItem)
|
||||||
DraggedSlotController.Instance.UpdateItem(new EquippableItem(dropItem));
|
DraggedSlotController.Instance.UpdateItem(new EquippableItem(dropItem));
|
||||||
|
@ -62,7 +62,18 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
|
|||||||
throw new System.Exception($"Warehouse is full!!!");
|
throw new System.Exception($"Warehouse is full!!!");
|
||||||
|
|
||||||
// find first empty position / slot
|
// find first empty position / slot
|
||||||
var max = Elements.Max(itemSlot => itemSlot.Key);
|
var max = 0;
|
||||||
|
if(Elements.Count() > 0)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < SLOTS_NUMBER; i++)
|
||||||
|
{
|
||||||
|
if (Elements.Where(el => el.Key == i && el.Value != null).Count() != 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
max = i;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
base.Add(new IndexValuePair<int, EquippableItem>(max, item));
|
base.Add(new IndexValuePair<int, EquippableItem>(max, item));
|
||||||
}
|
}
|
||||||
|
@ -35,6 +35,11 @@ public class ChestUIManager : UIBaseManager<Chest>
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Open additiona panels
|
||||||
|
if (!EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.OpenPanel();
|
||||||
|
|
||||||
|
if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel();
|
||||||
|
|
||||||
return base.OpenPanel();
|
return base.OpenPanel();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -52,7 +52,6 @@ public class EquipmentUIManager : UIWarehouseManager
|
|||||||
/// <param name="itemOnSlot"></param>
|
/// <param name="itemOnSlot"></param>
|
||||||
public override void Add(IndexValuePair<int, EquippableItem> itemOnSlot)
|
public override void Add(IndexValuePair<int, EquippableItem> itemOnSlot)
|
||||||
{
|
{
|
||||||
Debug.Log(itemOnSlot.Value);
|
|
||||||
if (!CheckIfSlotIsInRange(itemOnSlot.Key))
|
if (!CheckIfSlotIsInRange(itemOnSlot.Key))
|
||||||
throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots");
|
throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots");
|
||||||
|
|
||||||
|
@ -43,7 +43,10 @@ public class InventoryUIManager : UIWarehouseManager
|
|||||||
|
|
||||||
public override void UpdateList()
|
public override void UpdateList()
|
||||||
{
|
{
|
||||||
DynamicPanel.GetComponent<InventoryPanelController>().BuildPanelContent(Elements);
|
// condition for situation where eg player want to pick up item when inventory / equipment is closed
|
||||||
|
|
||||||
|
if(DynamicPanel)
|
||||||
|
DynamicPanel.GetComponent<InventoryPanelController>().BuildPanelContent(Elements);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override GameObject GetTemplatePanel()
|
protected override GameObject GetTemplatePanel()
|
||||||
|
@ -21,6 +21,16 @@ public class EquipmentPanelController : DraggablePanelController
|
|||||||
|
|
||||||
public void InitSlotsList()
|
public void InitSlotsList()
|
||||||
{
|
{
|
||||||
|
_panelContent.transform.Find("equipment_slot_helmet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelContent.transform.Find("equipment_slot_armor").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelContent.transform.Find("equipment_slot_boots").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelAdditionalSlotsContent.transform.Find("equipment_slot_bracelet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_i").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_ii").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||||
|
|
||||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_helmet").GetComponent<EquipmentSlot>()));
|
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_helmet").GetComponent<EquipmentSlot>()));
|
||||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_armor").GetComponent<EquipmentSlot>()));
|
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_armor").GetComponent<EquipmentSlot>()));
|
||||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()));
|
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()));
|
||||||
@ -66,27 +76,36 @@ public class EquipmentPanelController : DraggablePanelController
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void EndDrag(ItemSlot itemSlot)
|
||||||
|
|
||||||
public virtual void EndDrag(ItemSlot itemSlot)
|
|
||||||
{
|
{
|
||||||
|
Debug.Log("End Drag");
|
||||||
if (!DraggedSlotController.Instance.IsDragged()) // if there was nothing dragged - ignore event
|
if (!DraggedSlotController.Instance.IsDragged()) // if there was nothing dragged - ignore event
|
||||||
return;
|
return;
|
||||||
|
|
||||||
DraggedSlotController.Instance.RemoveDraggedSlot();
|
DraggedSlotController.Instance.RemoveDraggedSlot();
|
||||||
|
|
||||||
Debug.Log(this);
|
if (!itemSlot.Item)
|
||||||
|
((ItemSlot)ChildBoxList.Where(slot => slot.Number == itemSlot.Number).First()).ResetSlot();
|
||||||
|
else
|
||||||
|
((ItemSlot)ChildBoxList.Where(slot => slot.Number == itemSlot.Number).First()).SetItem(itemSlot.Item);
|
||||||
|
|
||||||
// Rebuild/apply UiManager content (list of items) base on slots values after its updating
|
|
||||||
for (int i = 0; i < ChildBoxList.Count; i++)
|
var ChildBoxListCopy = new List<IndexValuePair<int, EquippableItem>>(ChildBoxList.Where(slot => slot.Item != null).Select(slot => new IndexValuePair<int, EquippableItem>(slot.Number, slot.Item)).ToList());
|
||||||
|
|
||||||
|
Debug.Log(ChildBoxListCopy.Count());
|
||||||
|
UiManager.RemoveAll();
|
||||||
|
Debug.Log(ChildBoxListCopy.Count());
|
||||||
|
|
||||||
|
foreach (IndexValuePair<int, EquippableItem> slot in ChildBoxListCopy)
|
||||||
{
|
{
|
||||||
if (ChildBoxList[i].Item != null)
|
if (slot.Value != null)
|
||||||
{
|
{
|
||||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(i, ChildBoxList[i].Item));
|
Debug.Log($"Slot nr: {slot.Key} with item: {slot.Value}");
|
||||||
|
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, slot.Value));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
UiManager.RemoveByPosition(i);
|
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, null));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -21,6 +21,8 @@ public class TaskPanelController : PanelController<Task>
|
|||||||
{
|
{
|
||||||
base.BuildPanelContent(elements);
|
base.BuildPanelContent(elements);
|
||||||
|
|
||||||
|
ClearSlots();
|
||||||
|
|
||||||
for (int i = 0; i < elements.Count; i++)
|
for (int i = 0; i < elements.Count; i++)
|
||||||
{
|
{
|
||||||
this.AddTask(elements[i]);
|
this.AddTask(elements[i]);
|
||||||
@ -70,6 +72,11 @@ public class TaskPanelController : PanelController<Task>
|
|||||||
|
|
||||||
public override void ClearSlots()
|
public override void ClearSlots()
|
||||||
{
|
{
|
||||||
throw new NotImplementedException();
|
foreach(var taskObj in ChildBoxList)
|
||||||
|
{
|
||||||
|
DestroyImmediate(taskObj);
|
||||||
|
}
|
||||||
|
|
||||||
|
ChildBoxList.Clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
@ -8,6 +9,20 @@ public class TaskUIManager : UIBaseManager<Task>
|
|||||||
public const string ITEM_LOCALIZATION = "UiPanels/";
|
public const string ITEM_LOCALIZATION = "UiPanels/";
|
||||||
public const string PANEL_NAME = "TaskPanel";
|
public const string PANEL_NAME = "TaskPanel";
|
||||||
|
|
||||||
|
public static new TaskUIManager Instance { get; protected set; }
|
||||||
|
|
||||||
|
public void Awake()
|
||||||
|
{
|
||||||
|
if (Instance == null)
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override void SetupPanel()
|
public override void SetupPanel()
|
||||||
{
|
{
|
||||||
base.SetupPanel();
|
base.SetupPanel();
|
||||||
@ -18,9 +33,25 @@ public class TaskUIManager : UIBaseManager<Task>
|
|||||||
|
|
||||||
public override void UpdateList()
|
public override void UpdateList()
|
||||||
{
|
{
|
||||||
DynamicPanel.GetComponent<TaskPanelController>().BuildPanelContent(Elements);
|
// condition for situation where eg player want to pick up item when inventory / equipment is closed
|
||||||
|
|
||||||
|
if (DynamicPanel)
|
||||||
|
DynamicPanel.GetComponent<TaskPanelController>().BuildPanelContent(Elements);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public List<Task> FindTaskByName(string taskTitle)
|
||||||
|
{
|
||||||
|
return Elements.Where(task => task.Title == taskTitle).ToList();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveByName(string name)
|
||||||
|
{
|
||||||
|
Elements.RemoveAll(task => task.Title == name);
|
||||||
|
|
||||||
|
UpdateList();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
protected override GameObject GetTemplatePanel()
|
protected override GameObject GetTemplatePanel()
|
||||||
{
|
{
|
||||||
// Resources = default path - Asset/Resources ... .obj
|
// Resources = default path - Asset/Resources ... .obj
|
||||||
|
@ -12,7 +12,7 @@ public class ChestPrefabAsset : PrefabAssetModel
|
|||||||
//public List<IndexValuePair<int, EquippableItemPrefabAsset>> Content { get; set; }
|
//public List<IndexValuePair<int, EquippableItemPrefabAsset>> Content { get; set; }
|
||||||
|
|
||||||
public ChestPrefabAsset(Chest _chest)
|
public ChestPrefabAsset(Chest _chest)
|
||||||
: base(_chest.name, _chest.ChestModel.name, new Vector3(0,0,0))
|
: base(_chest.name, _chest.ChestModel.name, new Vector3(0, 0, 0))
|
||||||
{
|
{
|
||||||
Chest = _chest;
|
Chest = _chest;
|
||||||
}
|
}
|
||||||
|
@ -11,7 +11,8 @@ public class ChestPrefabAssetData : PrefabAssetModelData
|
|||||||
{
|
{
|
||||||
ChestData = MapModelToData(assetModel.Chest);
|
ChestData = MapModelToData(assetModel.Chest);
|
||||||
|
|
||||||
/* Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
|
/*
|
||||||
|
Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
|
||||||
|
|
||||||
Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name);
|
Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name);
|
||||||
|
|
||||||
@ -46,14 +47,14 @@ public class ChestPrefabAssetData : PrefabAssetModelData
|
|||||||
|
|
||||||
// clear content and set items from data - this will modify Scri-0ptableObject data also in source
|
// clear content and set items from data - this will modify Scri-0ptableObject data also in source
|
||||||
//chestPrefabAsset.Chest.Content.Clear();
|
//chestPrefabAsset.Chest.Content.Clear();
|
||||||
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
|
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
|
||||||
{
|
{
|
||||||
var objectFromData = (modelData.Value).MapDataToObject();
|
var objectFromData = (modelData.Value).MapDataToObject();
|
||||||
Debug.Log(objectFromData);
|
Debug.Log(objectFromData);
|
||||||
chestPrefabAsset.Chest.Content.Add(
|
chestPrefabAsset.Chest.Content.Add(
|
||||||
new IndexValuePair<Item>(modelData.Key, objectFromData)
|
new IndexValuePair<Item>(modelData.Key, objectFromData)
|
||||||
);
|
);
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
return chestPrefabAsset;
|
return chestPrefabAsset;
|
||||||
}
|
}
|
||||||
|
@ -26,20 +26,8 @@ public class EquippableItemPrefabAsset : PrefabAssetModel
|
|||||||
public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, string _equippableItemName)
|
public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, string _equippableItemName)
|
||||||
: base(_name, _prefabAssetName, _position)
|
: base(_name, _prefabAssetName, _position)
|
||||||
{
|
{
|
||||||
|
// 3.2 set EquippableItem object
|
||||||
// TODO during build product process, objects are not found - refactor this
|
EquippableItem = Resources.Load<EquippableItem>("Items/" + _equippableItemName);
|
||||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { "Assets/Items/" });
|
|
||||||
foreach (string SOName in assetNames)
|
|
||||||
{
|
|
||||||
var SoPath = AssetDatabase.GUIDToAssetPath(SOName);
|
|
||||||
|
|
||||||
if(SoPath.Contains(_equippableItemName + ".asset"))
|
|
||||||
{
|
|
||||||
// 3.2 set EquippableItem object
|
|
||||||
EquippableItem = AssetDatabase.LoadAssetAtPath<EquippableItem>(SoPath);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -12,7 +12,7 @@ public class ItemSlot : MonoBehaviour, ISlot, IBeginDragHandler, IEndDragHandler
|
|||||||
[SerializeField] private TextMeshProUGUI slotItemNumberText;
|
[SerializeField] private TextMeshProUGUI slotItemNumberText;
|
||||||
[SerializeField] private Image itemImage;
|
[SerializeField] private Image itemImage;
|
||||||
|
|
||||||
public WarehousePanelController _PanelController;
|
public DraggablePanelController _PanelController;
|
||||||
|
|
||||||
private Color normalColor = Color.white;
|
private Color normalColor = Color.white;
|
||||||
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0
|
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0
|
||||||
|
@ -27,20 +27,19 @@ public class SaveController : MonoBehaviour
|
|||||||
|
|
||||||
public void SaveItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
public void SaveItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
||||||
{
|
{
|
||||||
//SceneEquippableItemManager.Instance.SaveEquippableItems();
|
|
||||||
EquipmentDataManager.Instance.SaveDynamicData();
|
EquipmentDataManager.Instance.SaveDynamicData();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveQuests()
|
public void SaveQuests()
|
||||||
{
|
{
|
||||||
SceneTaskDataManager.Instance.SaveStaticData();
|
SceneTaskDataManager.Instance.SaveDynamicData();
|
||||||
|
|
||||||
// right now, we dont need to save dynamic list :D
|
// right now, we dont need to save dynamic list :D
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveInventory()
|
public void SaveInventory()
|
||||||
{
|
{
|
||||||
SceneInventoryDataManager.Instance.SaveStaticData();
|
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveChests()
|
public void SaveChests()
|
||||||
|
@ -21,8 +21,6 @@ public class OnMapAppearanceMethod : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Gateway = OnMapAppearanceMethodEnum.NewGame;
|
Gateway = OnMapAppearanceMethodEnum.NewGame;
|
||||||
}
|
}
|
||||||
//Debug.Log("Set Gateway");
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
@ -58,7 +58,6 @@ public class SaveDynamicObjects : MonoBehaviour
|
|||||||
|
|
||||||
if (ThugFromScene != null)
|
if (ThugFromScene != null)
|
||||||
{
|
{
|
||||||
Debug.Log("Save thug");
|
|
||||||
ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
|
ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -9,9 +9,9 @@ using System.Linq;
|
|||||||
// only for eqipptable items
|
// only for eqipptable items
|
||||||
public class SceneEquippableItemManager : MonoBehaviour
|
public class SceneEquippableItemManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
private const string GameObjectLocalization = "Assets/Items/";
|
private const string GameObjectLocalization = "Items/";
|
||||||
|
|
||||||
private const string AssetLocalization = "Assets/Items/";
|
private const string AssetLocalization = "Items/";
|
||||||
|
|
||||||
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
||||||
private const string STATIC_ELEMENT = "/StaticElements/";
|
private const string STATIC_ELEMENT = "/StaticElements/";
|
||||||
@ -33,8 +33,6 @@ public class SceneEquippableItemManager : MonoBehaviour
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
public List<EquippableItemPrefabAsset> DynamicElements;
|
public List<EquippableItemPrefabAsset> DynamicElements;
|
||||||
|
|
||||||
public bool isNewGame = true;
|
|
||||||
public bool isContinued = false;
|
|
||||||
public string MapName;
|
public string MapName;
|
||||||
public string ElementFolderName = "EquippableItem";
|
public string ElementFolderName = "EquippableItem";
|
||||||
public string ItemsListName = "EquippableItemList";
|
public string ItemsListName = "EquippableItemList";
|
||||||
@ -47,11 +45,11 @@ public class SceneEquippableItemManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
this.MapName = SceneManager.GetActiveScene().name;
|
this.MapName = SceneManager.GetActiveScene().name;
|
||||||
|
|
||||||
if(isNewGame) // in new game dynamicItemsList is defaulty empty
|
if(OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame) // in new game dynamicItemsList is defaulty empty
|
||||||
{
|
{
|
||||||
BuildItems(StaticElements);
|
BuildItems(StaticElements);
|
||||||
|
|
||||||
}else if(isContinued)
|
}else
|
||||||
{
|
{
|
||||||
LoadEquippableItems();
|
LoadEquippableItems();
|
||||||
|
|
||||||
@ -113,9 +111,10 @@ public class SceneEquippableItemManager : MonoBehaviour
|
|||||||
foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
||||||
{
|
{
|
||||||
|
|
||||||
GameObject newEquippableItemObject = (GameObject)AssetDatabase.LoadAssetAtPath(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName + ".prefab", typeof(GameObject));
|
|
||||||
|
|
||||||
if(!newEquippableItemObject)
|
GameObject newEquippableItemObject = Resources.Load<GameObject>(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName);
|
||||||
|
|
||||||
|
if (!newEquippableItemObject)
|
||||||
{
|
{
|
||||||
Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.PrefabAssetName);
|
Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.PrefabAssetName);
|
||||||
break;
|
break;
|
||||||
@ -142,18 +141,10 @@ public class SceneEquippableItemManager : MonoBehaviour
|
|||||||
|
|
||||||
// 3. SetUp object properties
|
// 3. SetUp object properties
|
||||||
// 3.1 find object
|
// 3.1 find object
|
||||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { AssetLocalization });
|
|
||||||
foreach (string SOName in assetNames)
|
|
||||||
{
|
|
||||||
var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
|
|
||||||
|
|
||||||
if(SOpath.Contains(equippableItemPrefarbAsset.PrefabAssetName + ".asset"))
|
// 3.2 set EquippableItem object
|
||||||
{
|
equippableItem.GetComponent<PickableController>().item = Resources.Load<EquippableItem>("Items/"+equippableItemPrefarbAsset.PrefabAssetName);
|
||||||
// 3.2 set EquippableItem object
|
|
||||||
equippableItem.GetComponent<PickableController>().item = AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
|
Loading…
Reference in New Issue
Block a user