123 lines
4.5 KiB
C#
123 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
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{
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public SceneChestDataLoader(string _objectListName, string _objectFolderName)
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{
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SaveModelSystem = new SaveChestManager();
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SaveModelSystem.ObjectFolderName = _objectFolderName;
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SaveModelSystem.ObjectListName = _objectListName;
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}
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/*
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public void LoadInventoryItemsList()
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{
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string path = SaveSystem.GetSavePath();
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if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
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return;
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FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
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foreach(FileInfo file in fileInfo)
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{
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if(file.Name != this.ItemsListName + ".fun")
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continue;
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Dictionary<int, EquippableItemPrefabAssetData> equippableItemsList = SaveInventorySystem.LoadInventoryItemsList(this.ItemsListName);
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// itemEntry.Value.MapDataToObject() - map data format to object
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// save object
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foreach(KeyValuePair<int, EquippableItemPrefabAssetData> itemEntry in equippableItemsList)
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{
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InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.MapDataToEquippableItemPrefarbAsset().equippableItem);
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}
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}
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}
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public void SaveInventoryItems()
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{
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// Case I - if we remember all list
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// 1) if after removed item form DynamicList is empty - remove all file
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// 2) if after removed item form DynamciList there are another one - save updated list again
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if(InventoryManager.Instance._items.Count > 0) {
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// 1. Map From Dictionary<int, Item>' to 'Dictionary<int, EquippableItemPrefabAsset>'
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Dictionary<int, EquippableItemPrefabAsset> mappedList = new Dictionary<int, EquippableItemPrefabAsset>();
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foreach(KeyValuePair<int, Item> itemElement in InventoryManager.Instance._items)
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{
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mappedList[itemElement.Key] = new EquippableItemPrefabAsset(
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itemElement.Value.Name,
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itemElement.Value.ItemModel.name,
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new Vector3(0,0,0),
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(EquippableItem) itemElement.Value
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);
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}
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// 2. Save Items
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SaveInventorySystem.SaveInventoryItemsList(mappedList, this.ItemsListName);
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} else {
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string _path = SaveSystem.GetSavePath() + "/" + this.ItemsListName + ".fun";
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try
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{
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Debug.Log("File to remove: " + _path);
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if(File.Exists(_path))
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{
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File.Delete(_path);
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}
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}
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catch (IOException ioExp)
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{
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Debug.LogError(ioExp.Message);
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}
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}
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// Case II - if we rememenber object per file
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// 1) remove specyfic file
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//
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// Unfortunatelly we don't use this way of saving items yet :D
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}
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*/
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protected override List<ChestPrefabAsset> LoadStaticData() { throw new System.NotImplementedException(); }
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protected override List<ChestPrefabAsset> LoadDynamicData()
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
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return SaveModelSystem.LoadModelList();
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}
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protected override bool SaveStaticData(List<ChestPrefabAsset> _elements) { throw new System.NotImplementedException(); }
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protected override bool SaveDynamicData(List<ChestPrefabAsset> _elements)
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{
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SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
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Debug.Log(SaveModelSystem.Path);
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try
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{
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SaveModelSystem.SaveModelList(_elements);
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return true;
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}
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catch (Exception e) { Debug.LogError(e.Message); }
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return false;
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}
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protected override List<ChestPrefabAsset> LoadGenericData() { throw new NotImplementedException(); }
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protected override bool SaveGenericData(List<ChestPrefabAsset> _elements) { throw new NotImplementedException(); }
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}
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