BUILD - hot fix after merge

This commit is contained in:
kabix09 2022-11-27 21:28:55 +01:00
parent ccbc5a2db0
commit ea1a5790ef
57 changed files with 1942 additions and 3861 deletions

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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 0
@ -311,19 +315,19 @@ ParticleSystem:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4869648843387222766}
serializedVersion: 7
serializedVersion: 8
lengthInSec: 0.2
simulationSpeed: 1
stopAction: 0
cullingMode: 0
ringBufferMode: 0
ringBufferLoopRange: {x: 0, y: 1}
emitterVelocityMode: 0
looping: 1
prewarm: 0
playOnAwake: 1
useUnscaledTime: 0
autoRandomSeed: 1
useRigidbodyForVelocity: 0
startDelay:
serializedVersion: 2
minMaxState: 0
@ -873,6 +877,7 @@ ParticleSystem:
m_RotationOrder: 4
randomizeRotationDirection: 0
maxNumParticles: 7
customEmitterVelocity: {x: 0, y: 0, z: 0}
size3D: 0
rotation3D: 0
gravityModifier:
@ -5080,6 +5085,7 @@ ParticleSystemRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 0
m_ReflectionProbeUsage: 0
@ -5110,6 +5116,7 @@ ParticleSystemRenderer:
m_SortingLayer: 0
m_SortingOrder: 3
m_RenderMode: 3
m_MeshDistribution: 0
m_SortMode: 0
m_MinParticleSize: 0.1
m_MaxParticleSize: 0.5
@ -5133,6 +5140,10 @@ ParticleSystemRenderer:
m_Mesh1: {fileID: 0}
m_Mesh2: {fileID: 0}
m_Mesh3: {fileID: 0}
m_MeshWeighting: 1
m_MeshWeighting1: 1
m_MeshWeighting2: 1
m_MeshWeighting3: 1
m_MaskInteraction: 0
--- !u!1 &4869648843392866306
GameObject:
@ -5161,6 +5172,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 7
@ -5241,6 +5253,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 4
@ -5303,6 +5316,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 5
@ -5365,6 +5379,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 3
@ -5427,6 +5442,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 8
@ -5502,6 +5518,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 2
@ -5564,6 +5581,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 1
@ -5611,6 +5629,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 9
@ -5686,6 +5705,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4869648843286970699}
m_RootOrder: 6

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -42,6 +42,10 @@ public class PickableController : MonoBehaviour
if(!InventoryUIManager.Instance.IsFull())
{
InventoryUIManager.Instance.Add(this.item);
if(InventoryUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
isPicked = 1;
//PlayerPrefs.SetInt(name, isPicked);
//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")
{

View File

@ -52,8 +52,6 @@ public class NPCDialogue : MonoBehaviour
sentences = new Queue<string>();
sentencesWQuest = new Queue<string>();
sentencesAQuest = new Queue<string>();
}
public void TriggerDialogue()
@ -326,7 +324,15 @@ public class NPCDialogue : MonoBehaviour
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;
EndDialogue();
}

View File

@ -174,16 +174,17 @@ public class Player : MonoBehaviour
private void HandleAttacks()
{
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;
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");
}
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");
}
@ -356,16 +357,20 @@ public class Player : MonoBehaviour
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;
}
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;
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;
PlayerPrefs.SetFloat("attackValue", attackValue);

View File

@ -24,6 +24,11 @@ public class ChestController : MonoBehaviour
ChestUIManager.Instance.CurrentChestName = null;
ChestUIManager.Instance.ClosePanel();
// Close additiona panels
if (EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.ClosePanel();
if (InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.ClosePanel();
}
}
}

View File

@ -62,12 +62,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
// Support function
// 1. From model to data format
private ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
public static ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset 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>();
@ -80,12 +80,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
}
// 2. From data to model format
private ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
public static ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
{
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>();

View File

@ -87,9 +87,6 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
*/
protected override List<ChestPrefabAsset> LoadStaticData() { throw new System.NotImplementedException(); }
protected override List<ChestPrefabAsset> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
@ -97,23 +94,11 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
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;
return base.SaveDynamicData(_elements);
}
protected override List<ChestPrefabAsset> LoadGenericData() { throw new NotImplementedException(); }

View File

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[Serializable]
@ -15,15 +16,12 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
[SerializeField] Chest CurrentChest;
[SerializeField] protected new ChestUIManager UiManager;
[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()
{
if (Instance == null)
@ -37,68 +35,24 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
}
}
private void Start()
public override void Start()
{
Debug.Log("Start SceneChestData manager");
//TaskUIManager.FindOrCreateInstance();
var chestManager = ChestUIManager.Instance;
UiManager = ChestUIManager.Instance;
if (chestManager == null)
if (UiManager == null)
throw new NullReferenceException("ChestUIManager not found!!!");
StaticDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref UiManager);
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
}
base.Start();
}
// 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
// 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
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);
}
}

View File

@ -35,7 +35,6 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
}
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
@ -43,22 +42,11 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
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;
return base.SaveDynamicData(_elements);
}
catch (Exception e) { Debug.LogError(e.Message); }
return false;
}
protected override bool SaveStaticData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements) { throw new System.NotImplementedException(); }
}

View File

@ -10,7 +10,10 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
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()
{
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");
//TaskUIManager.FindOrCreateInstance();
var taskManager = EquipmentUIManager.Instance;
UiManager = EquipmentUIManager.Instance;
if (taskManager == null)
if (UiManager == null)
throw new NullReferenceException("EquipmentUIManager not found!!!");
//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);
// taskManager.SetList();
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
((EquipmentDataListManager)DynamicDataList).InitEquipment();
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
//taskManager.SetList(StaticDataList.GetList());
if (NewGame)
{
//taskManager.SetList(tmp);
base.Start();
}
else
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();
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
}
UiManager.SetList(DynamicDataList.GetList());
}
#region override load & save
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;
}
#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();
}
}

View File

@ -34,7 +34,6 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
return false;
}
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadStaticData() { throw new System.NotImplementedException(); }
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
{
@ -43,22 +42,10 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
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;
return base.SaveDynamicData(_elements);
}
}

View File

@ -29,32 +29,72 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
}
}
private void Start()
public override void Start()
{
Debug.Log("Start SceneInventoryData manager");
//TaskUIManager.FindOrCreateInstance();
var inventoryManager = InventoryUIManager.Instance;
UiManager = InventoryUIManager.Instance;
if (inventoryManager == null)
if (UiManager == null)
throw new NullReferenceException("InventoryUIManager not found!!!");
StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
//StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
DynamicDataList = (new InventoryDataListManager()).SetUiManager(ref UiManager);
DataLoader = new SceneInventoryDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
// LoadData(SceneElementTypeEnum.None, ref StaticDataList);
// LoadDynamicData();
//inventoryManager.SetList(StaticDataList.GetList());
//inventoryManager.OpenPanel();
base.Start();
}
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
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
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));
}
@ -114,34 +154,4 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
return false;
}
#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;
}*/
}

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@ -88,13 +88,20 @@ public class SceneTaskDataLoader : SceneBaseDataLoader<Task>
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);
}
}

View File

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
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_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");
//TaskUIManager.FindOrCreateInstance();
var taskManager = TaskUIManager.Instance;
UiManager = TaskUIManager.Instance;
if (taskManager == null)
if (UiManager == null)
throw new NullReferenceException("TaskUIManager not found!!!");
StaticDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
DynamicDataList = (new TaskDataListManager()).SetUiManager(ref UiManager);
DataLoader = new SceneTaskDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
// taskManager.SetList();
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
//taskManager.SetList(StaticDataList.GetList());
base.Start();
}
protected SceneBaseDataManager<Task> GetObjectType()
@ -38,4 +37,18 @@ public class SceneTaskDataManager : SceneBaseDataManager<Task>
{
return managerGameObject.AddComponent<SceneTaskDataManager>();
}
protected override void UseDefaultSettings()
{
DynamicDataList.SetList(ElementsToBuildOnSceneList);
UiManager.SetList(ElementsToBuildOnSceneList);
}
protected override void UseDynamicSettings()
{
LoadDynamicData();
UiManager.SetList(DynamicDataList.GetList());
}
}

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@ -25,10 +25,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
{
return LoadGenericData();
}
case SceneElementTypeEnum.Static:
/* case SceneElementTypeEnum.Static:
{
return LoadStaticData();
}
}*/
case SceneElementTypeEnum.Dynamic:
{
return LoadDynamicData();
@ -50,10 +50,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
{
return SaveGenericData(_elements);
}
case SceneElementTypeEnum.Static:
/* case SceneElementTypeEnum.Static:
{
return SaveStaticData(_elements);
}
}*/
case SceneElementTypeEnum.Dynamic:
{
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> LoadGenericData();
protected abstract bool SaveStaticData(List<T> _elements);
protected abstract bool SaveDynamicData(List<T> _elements);
protected virtual 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);
}

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@ -7,9 +7,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
protected virtual string OBJECT_FOLDER_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 SceneBaseDataLoader<T> DataLoader { get; set; }
@ -32,12 +32,25 @@ 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()
{
return GameObject.FindObjectOfType<SceneBaseDataManager<T>>();
}
protected static SceneBaseDataManager<T> CreateInstance()
/*
* TODO WHAT WITH THAT...
* protected static SceneBaseDataManager<T> CreateInstance()
{
var managerGameObject = HandleManagerOnScene();
@ -54,8 +67,22 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
protected static GameObject HandleManagerOnScene()
{
return GameObject.FindGameObjectWithTag("Manager").transform.Find("DataManger").gameObject;
}*/
protected void AfterStart()
{
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
UseDefaultSettings();
} else {
UseDynamicSettings();
}
}
protected abstract void UseDefaultSettings();
protected abstract void UseDynamicSettings();
#region Lad & Save
protected virtual bool LoadData(SceneElementTypeEnum type, ref DataListManager<T> dataListManager)
{
try
@ -87,40 +114,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
return false;
}
#endregion
/// <summary>
/// Part of static list CURD methods
/// </summary>
public bool LoadStaticData()
{
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);
}
#region DynamicData Methods
/// <summary>
/// Part of dynamic list CURD methods
/// </summary>
@ -144,11 +140,12 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
// TODO
// how to get list
// 1. List in UI manager should be synchronized with list in this manager
DynamicDataList.SetList(UiManager.GetList());
// 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);
}
#endregion
}

View File

@ -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
UiManager.Add(new IndexValuePair<int, EquippableItem>(dropItemSlot.Number, tmpDraggedItem));
Debug.Log(UiManager);
// !!! remember item from dropped position to future operation !!!
if (dropItem)
DraggedSlotController.Instance.UpdateItem(new EquippableItem(dropItem));

View File

@ -62,7 +62,18 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
throw new System.Exception($"Warehouse is full!!!");
// 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));
}

View File

@ -35,6 +35,11 @@ public class ChestUIManager : UIBaseManager<Chest>
return false;
}
// Open additiona panels
if (!EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.OpenPanel();
if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel();
return base.OpenPanel();
}

View File

@ -52,7 +52,6 @@ public class EquipmentUIManager : UIWarehouseManager
/// <param name="itemOnSlot"></param>
public override void Add(IndexValuePair<int, EquippableItem> itemOnSlot)
{
Debug.Log(itemOnSlot.Value);
if (!CheckIfSlotIsInRange(itemOnSlot.Key))
throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots");

View File

@ -43,6 +43,9 @@ public class InventoryUIManager : UIWarehouseManager
public override void UpdateList()
{
// condition for situation where eg player want to pick up item when inventory / equipment is closed
if(DynamicPanel)
DynamicPanel.GetComponent<InventoryPanelController>().BuildPanelContent(Elements);
}

View File

@ -21,6 +21,16 @@ public class EquipmentPanelController : DraggablePanelController
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_armor").GetComponent<EquipmentSlot>()));
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()));
@ -66,27 +76,36 @@ public class EquipmentPanelController : DraggablePanelController
}
}
public virtual void EndDrag(ItemSlot itemSlot)
public override void EndDrag(ItemSlot itemSlot)
{
Debug.Log("End Drag");
if (!DraggedSlotController.Instance.IsDragged()) // if there was nothing dragged - ignore event
return;
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
{
UiManager.RemoveByPosition(i);
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, null));
}
}
}

View File

@ -21,6 +21,8 @@ public class TaskPanelController : PanelController<Task>
{
base.BuildPanelContent(elements);
ClearSlots();
for (int i = 0; i < elements.Count; i++)
{
this.AddTask(elements[i]);
@ -70,6 +72,11 @@ public class TaskPanelController : PanelController<Task>
public override void ClearSlots()
{
throw new NotImplementedException();
foreach(var taskObj in ChildBoxList)
{
DestroyImmediate(taskObj);
}
ChildBoxList.Clear();
}
}

View File

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[Serializable]
@ -8,6 +9,20 @@ public class TaskUIManager : UIBaseManager<Task>
public const string ITEM_LOCALIZATION = "UiPanels/";
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()
{
base.SetupPanel();
@ -18,9 +33,25 @@ public class TaskUIManager : UIBaseManager<Task>
public override void UpdateList()
{
// 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()
{
// Resources = default path - Asset/Resources ... .obj

View File

@ -12,7 +12,7 @@ public class ChestPrefabAsset : PrefabAssetModel
//public List<IndexValuePair<int, EquippableItemPrefabAsset>> Content { get; set; }
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;
}

View File

@ -11,7 +11,8 @@ public class ChestPrefabAssetData : PrefabAssetModelData
{
ChestData = MapModelToData(assetModel.Chest);
/* Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
/*
Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name);
@ -46,7 +47,7 @@ public class ChestPrefabAssetData : PrefabAssetModelData
// clear content and set items from data - this will modify Scri-0ptableObject data also in source
//chestPrefabAsset.Chest.Content.Clear();
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
{
var objectFromData = (modelData.Value).MapDataToObject();
Debug.Log(objectFromData);

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@ -25,21 +25,9 @@ public class EquippableItemPrefabAsset : PrefabAssetModel
/// <param name="_equippableItemName">the name by which the system will search for the item</param>
public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, string _equippableItemName)
: base(_name, _prefabAssetName, _position)
{
// TODO during build product process, objects are not found - refactor this
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;
}
}
EquippableItem = Resources.Load<EquippableItem>("Items/" + _equippableItemName);
}
/// <summary>

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@ -12,7 +12,7 @@ public class ItemSlot : MonoBehaviour, ISlot, IBeginDragHandler, IEndDragHandler
[SerializeField] private TextMeshProUGUI slotItemNumberText;
[SerializeField] private Image itemImage;
public WarehousePanelController _PanelController;
public DraggablePanelController _PanelController;
private Color normalColor = Color.white;
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0

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@ -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
{
//SceneEquippableItemManager.Instance.SaveEquippableItems();
EquipmentDataManager.Instance.SaveDynamicData();
}
public void SaveQuests()
{
SceneTaskDataManager.Instance.SaveStaticData();
SceneTaskDataManager.Instance.SaveDynamicData();
// right now, we dont need to save dynamic list :D
}
public void SaveInventory()
{
SceneInventoryDataManager.Instance.SaveStaticData();
SceneInventoryDataManager.Instance.SaveDynamicData();
}
public void SaveChests()

View File

@ -21,8 +21,6 @@ public class OnMapAppearanceMethod : MonoBehaviour
{
Gateway = OnMapAppearanceMethodEnum.NewGame;
}
//Debug.Log("Set Gateway");
}
}

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@ -58,7 +58,6 @@ public class SaveDynamicObjects : MonoBehaviour
if (ThugFromScene != null)
{
Debug.Log("Save thug");
ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
}
else

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@ -9,9 +9,9 @@ using System.Linq;
// only for eqipptable items
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 STATIC_ELEMENT = "/StaticElements/";
@ -33,8 +33,6 @@ public class SceneEquippableItemManager : MonoBehaviour
[SerializeField]
public List<EquippableItemPrefabAsset> DynamicElements;
public bool isNewGame = true;
public bool isContinued = false;
public string MapName;
public string ElementFolderName = "EquippableItem";
public string ItemsListName = "EquippableItemList";
@ -47,11 +45,11 @@ public class SceneEquippableItemManager : MonoBehaviour
{
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);
}else if(isContinued)
}else
{
LoadEquippableItems();
@ -113,9 +111,10 @@ public class SceneEquippableItemManager : MonoBehaviour
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);
break;
@ -142,18 +141,10 @@ public class SceneEquippableItemManager : MonoBehaviour
// 3. SetUp object properties
// 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 = AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath);
break;
}
}
equippableItem.GetComponent<PickableController>().item = Resources.Load<EquippableItem>("Items/"+equippableItemPrefarbAsset.PrefabAssetName);
} else {