357 lines
13 KiB
C#
357 lines
13 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
using UnityEngine.SceneManagement;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System;
|
|
|
|
// 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)
|
|
|
|
/// <Summary>
|
|
/// Handle manually setuped object properties
|
|
/// eg. npc, minions, chest content
|
|
/// </Summary>
|
|
[SerializeField]
|
|
public List<EquippableItemPrefabAsset> StaticElements;
|
|
|
|
/// <Summary>
|
|
/// Handle dynamic object properties
|
|
/// eg. dropped items
|
|
/// </Summary>
|
|
// PrefarbAsset
|
|
[SerializeField]
|
|
public List<EquippableItemPrefabAsset> 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
|
|
{
|
|
Debug.Log("SceneEquippableItemManager - Load");
|
|
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<PickableController>().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<PickableController>().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<EquippableItemPrefabAsset> 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<EquippableItemPrefabAsset> equippableItemPrefarbAssetList)
|
|
{
|
|
foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
|
{
|
|
|
|
Debug.Log(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName);
|
|
GameObject newEquippableItemObject = Resources.Load<GameObject>(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName);
|
|
|
|
if (!newEquippableItemObject)
|
|
{
|
|
string trimmed = String.Concat(equippableItemPrefarbAsset.PrefabAssetName.Where(c => !Char.IsWhiteSpace(c)));
|
|
|
|
newEquippableItemObject = Resources.Load<GameObject>(GameObjectLocalization + trimmed);
|
|
|
|
if(!newEquippableItemObject)
|
|
{
|
|
Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.PrefabAssetName);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
GameObject globalGUI = GameObject.FindGameObjectWithTag("ItemCollection");
|
|
|
|
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.localScale = new Vector3(1, 1, 1);
|
|
|
|
|
|
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
|
|
// DONT DO IT
|
|
//equippableItem.GetComponent<PickableController>().item = Resources.Load<EquippableItem>("Items/"+equippableItemPrefarbAsset.PrefabAssetName);
|
|
|
|
|
|
|
|
}
|
|
else {
|
|
Debug.Log("Can't find global GUI object!!!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Save both list of EquippableItems
|
|
public void SaveEquippableItems()
|
|
{
|
|
// 1. staticElements - uselles
|
|
//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();
|
|
|
|
/// <summary>
|
|
/// DID WE REALLY NEED TO LOAD (or even remembered) THIS LIST????
|
|
/// </summary>
|
|
|
|
//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<EquippableItemPrefabAssetData> 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<EquippableItemPrefabAssetData> equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + STATIC_ELEMENT, this.ItemsListName);
|
|
|
|
foreach(EquippableItemPrefabAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
|
|
StaticElements.Add((EquippableItemPrefabAsset)((EquippableItemPrefabAssetData)equippableItemPrefarbAssetData).MapDataToPrefabAssetModel());
|
|
}
|
|
}
|
|
#endregion
|
|
}
|