Scriptum/Assets/Scripts/REFACTORING/Application/Mission/Save/MissionDataLoader.cs
2023-01-03 22:44:24 +01:00

40 lines
1.2 KiB
C#

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