64 lines
1.6 KiB
C#
64 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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[Serializable]
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public class MissionData : IModelMapper<Mission>
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{
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[SerializeField]
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public string MissionName;
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[SerializeField]
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public string SpeakerName;
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[SerializeField]
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public MissionStatusEnum Status = MissionStatusEnum.None;
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[SerializeField]
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public int CurrentStep = 0;
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[SerializeField]
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public List<MissionStepData> MissionStepsDataList = new List<MissionStepData>();
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/// <summary>
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/// build Data model based on Object
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/// </summary>
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/// <param name="dialogue"></param>
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public MissionData(Mission mission)
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{
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MissionName = mission.MissionName;
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SpeakerName = mission.SpeakerName;
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Status = mission.Status;
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CurrentStep = mission.CurrentStep;
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MissionStepsDataList.Clear();
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foreach (MissionStepModel missionStepModelData in mission.MissionStepsList)
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{
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/*
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* pass WasDisplayed value from model to data representative class
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*/
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MissionStepsDataList.Add(new MissionStepData(missionStepModelData));
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}
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}
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#region NotImplemented
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/*
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* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
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*/
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public Mission MapDataToObject(string prefarbAssetName)
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{
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throw new NotImplementedException();
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}
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public Mission MapDataToObject()
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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