using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEngine.SceneManagement; using System.IO; using System.Linq; // only for eqipptable items public class SceneEquippableItemManager : MonoBehaviour { private const string GameObjectLocalization = "Items/"; private const string AssetLocalization = "Items/"; private const string DYNAMIC_ELEMENT = "/DynamicElements/"; private const string STATIC_ELEMENT = "/StaticElements/"; // content skrzyni (docelowo skrzynia + jej content) /// /// Handle manually setuped object properties /// eg. npc, minions, chest content /// [SerializeField] public List StaticElements; /// /// Handle dynamic object properties /// eg. dropped items /// // PrefarbAsset [SerializeField] public List DynamicElements; public string MapName; public string ElementFolderName = "EquippableItem"; public string ItemsListName = "EquippableItemList"; public static SceneEquippableItemManager Instance; public void Awake() { if(Instance == null) { this.MapName = SceneManager.GetActiveScene().name; if(OnMapAppearanceMethod.IsNewGame()) // in new game dynamicItemsList is defaulty empty { BuildItems(StaticElements); }else { LoadEquippableItems(); BuildItems(DynamicElements); } Instance = this; }else if (Instance != this) { Destroy(gameObject); } } public void Start() { // BuildDynamicItems(); //SaveEquippableItems(); //LoadEquippableItems(); //BuildItems(StaticElements); //BuildItems(DynamicElements); } // public void AddDynamicItem(GameObject object) { // //EquippableItem item = object.GetComponent().Item; // //EquippableItemPrefabAsset equippableItemPrefarbAsset = new EquippableItemPrefabAsset(item.name, object.name, object.transform.position, item); // //this.dynamicItems.Add(equippableItemPrefarbAsset); // } public int AddDynamicItem(GameObject dynamicObject) { EquippableItem item = new EquippableItem(dynamicObject.GetComponent().item); EquippableItemPrefabAsset equippableItemPrefarbAsset = new EquippableItemPrefabAsset(item.name, dynamicObject.name, dynamicObject.transform.position, item); this.DynamicElements.Add(equippableItemPrefarbAsset); return this.DynamicElements.Count - 1; } public void RemoveDynamicItem(string name) { // 1. Fetch all matched items List equippableItemPrefarbAssetList = this.DynamicElements.Where(eqItemAss => eqItemAss.Name == name).ToList(); // 2. Remove them this.DynamicElements.RemoveAll(eqItemAss => eqItemAss.Name == name); } public void RemoveDynamicEquippableItem(EquippableItemPrefabAsset equippableItemPrefarbAsset) { } public void BuildItems(List equippableItemPrefarbAssetList) { foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList) { GameObject newEquippableItemObject = Resources.Load(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName); if (!newEquippableItemObject) { Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.PrefabAssetName); break; } GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0]; if(globalGUI) { // 1. Create gameObject by handled prefarb // 2. SetUp // 2.1 Set position GameObject equippableItem = Instantiate(newEquippableItemObject, equippableItemPrefarbAsset.Position, Quaternion.identity, globalGUI.transform); // 2.2 Set name equippableItem.name = equippableItemPrefarbAsset.Name; equippableItem.transform.SetParent(globalGUI.transform); // 2.3 Set pransform //equippableItem.transform.localScale = new Vector3(0.4f, 0.4f, 1); // Debug.Log(equippableItemPrefarbAsset.position); //equippableItem.transform.localPosition = equippableItemPrefarbAsset.position; // 3. SetUp object properties // 3.1 find object // 3.2 set EquippableItem object equippableItem.GetComponent().item = Resources.Load("Items/"+equippableItemPrefarbAsset.PrefabAssetName); } else { Debug.Log("Can't find global GUI object!!!"); break; } } } /// Save both list of EquippableItems public void SaveEquippableItems() { // 1. staticElements this.SaveStaticEquippableItemsList(); // 2. dynamicItems this.SaveDynamicEquippableItemsList(); /// Load One element example // foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList) // { // SaveEquippableItemSystem.SaveEquitableItem(equippableItemPrefarbAsset, this.MapName + "/" + this.ElementFolderName); // change to SaveEquippableItemSystem for EquippableItemPrefabAsset // } } #region Static list of EquippableItem Save private void SaveStaticEquippableItemsList() { // Case I - if we remember all list // 1) if after removed item form DynamicList is empty - remove all file // 2) if after removed item form DynamciList there are another one - save updated list again if(this.StaticElements.Count > 0) { SaveEquippableItemSystem.SaveEquitableItemList(this.StaticElements, this.MapName + STATIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefabAsset } else { string _path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT) + "/" + this.ItemsListName + ".fun"; try { Debug.Log("File to remove: " + _path); if(File.Exists(_path)) { File.Delete(_path); } } catch (IOException ioExp) { Debug.LogError(ioExp.Message); } } // Case II - if we rememenber object per file // 1) remove specyfic file // // Unfortunatelly we don't use this way of saving items yet :D } #endregion #region Dynamic list of EquippableItem Save private void SaveDynamicEquippableItemsList() { // Case I - if we remember all list // 1) if after removed item form DynamicList is empty - remove all file // 2) if after removed item form DynamciList there are another one - save updated list again if(this.DynamicElements.Count > 0) { SaveEquippableItemSystem.SaveEquitableItemList(this.DynamicElements, this.MapName + DYNAMIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefabAsset } else { string _path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT) + "/" + this.ItemsListName + ".fun"; try { Debug.Log("File to remove: " + _path); if(File.Exists(_path)) { File.Delete(_path); } } catch (IOException ioExp) { Debug.LogError(ioExp.Message); } } // Case II - if we rememenber object per file // 1) remove specyfic file // // Unfortunatelly we don't use this way of saving items yet :D } #endregion public void LoadEquippableItems() { // if continue -> search files with content in save path // if new game -> build objects from default configuration this.LoadDynamicEquippableItemsList(); /// /// DID WE REALLY NEED TO LOAD (or even remembered) THIS LIST???? /// //this.LoadStaticEquippableItemsList(); } #region Dynamic list of EquippableItem Loader public void LoadDynamicEquippableItem() { string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName); if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load return; FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles(); foreach(FileInfo file in fileInfo) { Debug.Log(file.FullName); EquippableItemPrefabAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName); DynamicElements.Add((EquippableItemPrefabAsset)((EquippableItemPrefabAssetData)equippableItemPrefarbAssetData).MapDataToPrefabAssetModel()); } } public void LoadDynamicEquippableItemsList() { string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT); if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load return; FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles(); foreach(FileInfo file in fileInfo) { if(file.Name != this.ItemsListName + ".fun") continue; List equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + DYNAMIC_ELEMENT, this.ItemsListName); foreach(EquippableItemPrefabAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList) DynamicElements.Add((EquippableItemPrefabAsset)((EquippableItemPrefabAssetData)equippableItemPrefarbAssetData).MapDataToPrefabAssetModel()); } } #endregion #region Static list of EquippableItem Loader public void LoadStaticEquippableItem() { string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT + this.ElementFolderName); if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load return; FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles(); foreach(FileInfo file in fileInfo) { Debug.Log(file.FullName); EquippableItemPrefabAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + STATIC_ELEMENT + this.ElementFolderName); StaticElements.Add((EquippableItemPrefabAsset)((EquippableItemPrefabAssetData)equippableItemPrefarbAssetData).MapDataToPrefabAssetModel()); } } public void LoadStaticEquippableItemsList() { string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT); if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load return; FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles(); foreach(FileInfo file in fileInfo) { Debug.Log(file.FullName); List equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + STATIC_ELEMENT, this.ItemsListName); foreach(EquippableItemPrefabAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList) StaticElements.Add((EquippableItemPrefabAsset)((EquippableItemPrefabAssetData)equippableItemPrefarbAssetData).MapDataToPrefabAssetModel()); } } #endregion }