165 lines
4.3 KiB
C#
165 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class SceneBaseDataManager<T> : MonoBehaviour
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{
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protected virtual string OBJECT_FOLDER_NAME => "";
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protected virtual string OBJECT_LIST_NAME => "";
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protected UIBaseManager<T> UiManager;
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protected DataListManager<T> DynamicDataList;
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protected SceneBaseDataLoader<T> DataLoader { get; set; }
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public static SceneBaseDataManager<T> Instance; // { get; private set; }
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public virtual void Awake()
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{
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if (Instance == null)
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{
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Debug.Log("Create: "+gameObject);
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Instance = this;
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}
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else
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{
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Debug.Log(Instance);
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Debug.LogError(gameObject);
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// Function to manage objects on scene depending on class responsibility
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///
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/// Important - USE THIS METHOD IN EVERY CHILD'S 'start' FUNCTION
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/// </summary>
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public virtual void Start()
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{
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// Decide which element use during game
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AfterStart();
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}
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protected static SceneBaseDataManager<T> GetObjectType()
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{
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return GameObject.FindObjectOfType<SceneBaseDataManager<T>>();
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}
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/*
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* TODO WHAT WITH THAT...
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* protected static SceneBaseDataManager<T> CreateInstance()
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{
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var managerGameObject = HandleManagerOnScene();
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if (!managerGameObject)
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throw new Exception("Game object to srote Managers scripts not found on scene!!!");
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return managerGameObject.AddComponent<SceneBaseDataManager<T>>();
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}
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/// <summary>
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/// Function to handel GLOBAL manager object from scene
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/// </summary>
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/// <returns></returns>
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protected static GameObject HandleManagerOnScene()
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{
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return GameObject.FindGameObjectWithTag("Manager").transform.Find("DataManger").gameObject;
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}*/
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/// <summary>
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/// Function to decide which data should be used
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///
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/// In common case it may sense and is correctly BUT
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/// In every UiPanel we want opposite:
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/// - EquipmentDataManager
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/// - SceneInventoryDataManager
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/// - SceneTaskDataManager
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/// </summary>
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protected virtual void AfterStart()
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{
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if (OnMapAppearanceMethod.IsNewGameJustLaunched())
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{
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UseDefaultSettings();
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} else {
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UseDynamicSettings();
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}
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}
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protected abstract void UseDefaultSettings();
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protected abstract void UseDynamicSettings();
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#region Lad & Save
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protected virtual bool LoadData(SceneElementTypeEnum type, ref DataListManager<T> dataListManager)
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{
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try
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{
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dataListManager.SetList(
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DataLoader.LoadData(type) as List<T>
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);
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return true;
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}
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catch (Exception e) {
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Debug.LogWarning(e.Message);
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}
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return false;
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}
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protected virtual bool SaveData(List<T> _elements, SceneElementTypeEnum type)
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{
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try
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{
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DataLoader.SaveData(_elements, type);
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return true;
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}
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catch (Exception e) {
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Debug.LogError(e.Message);
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}
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return false;
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}
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#endregion
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#region DynamicData Methods
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/// <summary>
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/// Part of dynamic list CURD methods
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/// </summary>
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public bool LoadDynamicData()
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{
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return LoadData(SceneElementTypeEnum.Dynamic, ref DynamicDataList);
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}
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protected virtual void AddElementToDynamicList(T _element)
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{
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DynamicDataList.AddElementToList(_element);
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}
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protected virtual void RemoveElementFromDynamicList(T _element)
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{
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DynamicDataList.RemoveElementFromList(_element);
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}
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public virtual bool SaveDynamicData()
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{
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// TODO
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// how to get list
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// 1. List in UI manager should be synchronized with list in this manager
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DynamicDataList.SetList(UiManager.GetList());
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// approach:
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// 1. get from outside, update local list && us it
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// 2. Handle list synchronized all the time & pass local list
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return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
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}
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#endregion
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public void ClearListOfElements()
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{
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DynamicDataList.ClearList();
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}
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} |