using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int, EquippableItemPrefabAsset>> { public SceneInventoryDataLoader(string _objectListName, string _objectFolderName) { SaveModelSystem = new SaveInventoryManager(); SaveModelSystem.ObjectFolderName = _objectFolderName; SaveModelSystem.ObjectListName = _objectListName; } protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadGenericData() { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); return SaveModelSystem.LoadModelList(); } protected override bool SaveGenericData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements) { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); try { SaveModelSystem.SaveModelList(_elements); return true; } catch (Exception e) { Debug.LogError(e.Message); } return false; } protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData() { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); return SaveModelSystem.LoadModelList(); } protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements) { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); return base.SaveDynamicData(_elements); } }