Scriptum/Assets/Scripts/REFACTORING/Application/Dialogue/Save/MultiDialogue/MultiDialogueDataLoader.cs
2023-01-01 17:03:35 +01:00

40 lines
1.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
class MultiDialogueDataLoader : SceneBaseDataLoader<MultiDialogueData>
{
public MultiDialogueDataLoader(string _objectListName, string _objectFolderName)
{
SaveModelSystem = new SaveMultiDialogueManager();
SaveModelSystem.ObjectFolderName = _objectFolderName;
SaveModelSystem.ObjectListName = _objectListName;
}
protected override List<MultiDialogueData> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return SaveModelSystem.LoadModelList();
}
protected override bool SaveDynamicData(List<MultiDialogueData> _elements)
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return base.SaveDynamicData(_elements);
}
protected override List<MultiDialogueData> LoadGenericData()
{
throw new NotImplementedException();
}
protected override bool SaveGenericData(List<MultiDialogueData> _elements)
{
throw new NotImplementedException();
}
}