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