154 lines
5.1 KiB
C#
154 lines
5.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
using UnityEngine.SceneManagement;
|
|
using System.IO;
|
|
using System.Linq;
|
|
|
|
public class SceneInventoryManager : MonoBehaviour
|
|
{
|
|
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
|
private const string STATIC_ELEMENT = "/StaticElements/";
|
|
|
|
[SerializeField]
|
|
public Dictionary<int, EquippableItemPrefarbAsset> ItemsElements = new Dictionary<int, EquippableItemPrefarbAsset>();
|
|
|
|
public bool isNewGame = true;
|
|
public bool isContinued = false;
|
|
public string MapName;
|
|
public string ElementFolderName = "InventoryItem";
|
|
public string ItemsListName = "InventoryItemList";
|
|
|
|
public static SceneInventoryManager Instance;
|
|
|
|
public void Awake()
|
|
{
|
|
if(Instance == null)
|
|
{
|
|
this.MapName = SceneManager.GetActiveScene().name;
|
|
|
|
Instance = this;
|
|
|
|
|
|
}else if (Instance != this)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
LoadInventoryItems(); // load user items
|
|
|
|
BuildInventoryItems(ItemsElements); // pass them to InventoryManager
|
|
}
|
|
|
|
///<summary>
|
|
/// Pass quest to taskManager after load data
|
|
///</summary>
|
|
public void BuildInventoryItems(Dictionary<int, EquippableItemPrefarbAsset> itemsList)
|
|
{
|
|
// pass to InventoryManager singleton
|
|
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> itemEntry in itemsList)
|
|
InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.equippableItem);
|
|
}
|
|
|
|
public void RemoveInventoryItems(string _name)
|
|
{
|
|
// 1. Fetch all matched quests - we search by title which shoudl be unique but who know :D
|
|
List<int> itemsList = this.ItemsElements.Where(item => item.Value.name == _name).Select(item => item.Key).ToList();
|
|
|
|
// 2. Remove them
|
|
foreach(var item in this.ItemsElements.Where(item => item.Value.name == _name).ToList())
|
|
{
|
|
this.ItemsElements.Remove(item.Key);
|
|
}
|
|
}
|
|
|
|
///<summary>
|
|
/// Use TaskManaager list to save user quests - TaskManager.Instance.taskList
|
|
///</summary>
|
|
public void SaveInventoryItems()
|
|
{
|
|
// 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(InventoryManager.Instance._items.Count > 0) {
|
|
|
|
// 1. Map From Dictionary<int, Item>' to 'Dictionary<int, EquippableItemPrefarbAsset>'
|
|
Dictionary<int, EquippableItemPrefarbAsset> mappedList = new Dictionary<int, EquippableItemPrefarbAsset>();
|
|
|
|
foreach(KeyValuePair<int, Item> itemElement in InventoryManager.Instance._items)
|
|
{
|
|
mappedList[itemElement.Key] = new EquippableItemPrefarbAsset(
|
|
itemElement.Value.Name,
|
|
itemElement.Value.ItemModel.name,
|
|
new Vector3(0,0,0),
|
|
(EquippableItem) itemElement.Value
|
|
);
|
|
}
|
|
|
|
// 2. Save Items
|
|
SaveInventorySystem.SaveInventoryItemsList(mappedList, this.ItemsListName);
|
|
} else {
|
|
string _path = SaveSystem.GetSavePath() + "/" + 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
|
|
}
|
|
|
|
///<summary>
|
|
/// Load quests to local list
|
|
/// Pass this to taskManager in outside method
|
|
///</summary>
|
|
public void LoadInventoryItems()
|
|
{
|
|
this.LoadInventoryItemsList();
|
|
}
|
|
|
|
public void LoadInventoryItemsList()
|
|
{
|
|
string path = SaveSystem.GetSavePath();
|
|
|
|
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;
|
|
|
|
Dictionary<int, EquippableItemPrefarbAssetData> equippableItemsList = SaveInventorySystem.LoadInventoryItemsList(this.ItemsListName);
|
|
|
|
// itemEntry.Value.MapDataToEquippableItem() - map data format to object
|
|
|
|
// save object
|
|
foreach(KeyValuePair<int, EquippableItemPrefarbAssetData> itemEntry in equippableItemsList)
|
|
{
|
|
InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.MapDataToEquippableItemPrefarbAsset().equippableItem);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|