Scriptum/Assets/Scripts/REFACTORING/Application/Shared/Manager/Panel/SceneBaseDataManager.cs
2022-12-06 01:27:02 +01:00

160 lines
4.2 KiB
C#

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