147 lines
4.2 KiB
C#
147 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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[Serializable]
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public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
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{
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protected override string OBJECT_FOLDER_NAME { get { return "Chest"; } }
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protected override string OBJECT_LIST_NAME { get { return "ChestList"; } }
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//protected new SceneBaseDataLoader<ChestPrefabAsset> DataLoader { get; set; }
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protected SceneChestBuilder ChestBuilder { get; set; }
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[SerializeField] Chest CurrentChest;
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[SerializeField] protected new ChestUIManager UiManager;
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[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
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[SerializeField] List<ChestPrefabAsset> convertedData = new List<ChestPrefabAsset>();
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public override void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public override void Start()
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{
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Debug.Log("Start SceneChestData manager");
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//TaskUIManager.FindOrCreateInstance();
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UiManager = ChestUIManager.Instance;
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if (UiManager == null)
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throw new NullReferenceException("ChestUIManager not found!!!");
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DynamicDataList = (new ChestDataListManager()).SetUiManager(ref UiManager);
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DataLoader = new SceneChestDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
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ChestBuilder = new SceneChestBuilder();
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base.Start();
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}
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// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
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//
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protected SceneBaseDataManager<ChestPrefabAsset> GetObjectType()
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{
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return GameObject.FindObjectOfType<SceneChestDataManager>();
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}
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protected SceneBaseDataManager<ChestPrefabAsset> CreateInstance(ref GameObject managerGameObject)
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{
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return managerGameObject.AddComponent<SceneChestDataManager>();
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}
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protected override void UseDefaultSettings()
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{
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foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertedData.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); }
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ChestBuilder.ElementsToBuildOnSceneList = convertedData;
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ChestBuilder.BuildList();
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DynamicDataList.SetList(convertedData);
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List<Chest> tmp = new List<Chest>();
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foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
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UiManager.SetList(tmp);
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}
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protected override void UseDynamicSettings()
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{
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// BuildList();
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// when chest detect player in near arrea and player press "c"
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// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
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// Manager Build panel and pass info about chest content
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LoadDynamicData();
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// VERy VERY provisional SOLUTION
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if (DynamicDataList.GetList().Count == 0)
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{
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UseDefaultSettings();
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return;
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}
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ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList();
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ChestBuilder.BuildList();
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List<Chest> tmp = new List<Chest>();
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foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
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UiManager.SetList(tmp);
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}
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// TODO manager api
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// open panel extend function
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// close panel extend function
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// TODO chest api
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// add to chest - find chest by its name np
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// remove from chest - select chest by its name -
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// chesk item in chest - check chest by tis name
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public override 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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foreach (Chest chest in UiManager.GetList())
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{
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DynamicDataList.GetList().Where(el => el.Name == chest.Name).ToList().ForEach(slot => slot.Chest = chest);
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}
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//DynamicDataList.SetList(tmp);
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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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}
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