mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
470 lines
13 KiB
C#
470 lines
13 KiB
C#
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// Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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// GameDataEditor.GDEReadSceneData
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using System.Collections.Generic;
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using GameDataEditor;
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using UnityEngine;
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namespace GameDataEditor
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{
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public class GDEReadSceneData : IGDEData
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{
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private static string bool_fieldKey = "bool_field";
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private bool _bool_field;
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private static string int_fieldKey = "int_field";
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private int _int_field;
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private static string float_fieldKey = "float_field";
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private float _float_field;
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private static string string_fieldKey = "string_field";
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private string _string_field;
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private static string vector2_fieldKey = "vector2_field";
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private Vector2 _vector2_field;
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private static string vector3_fieldKey = "vector3_field";
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private Vector3 _vector3_field;
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private static string vector4_fieldKey = "vector4_field";
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private Vector4 _vector4_field;
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private static string color_fieldKey = "color_field";
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private Color _color_field;
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private static string custom_fieldKey = "custom_field";
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private GDEReadSceneUnityTypesData _custom_field;
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private static string bool_list_fieldKey = "bool_list_field";
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public List<bool> bool_list_field;
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private static string int_list_fieldKey = "int_list_field";
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public List<int> int_list_field;
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private static string float_list_fieldKey = "float_list_field";
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public List<float> float_list_field;
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private static string string_list_fieldKey = "string_list_field";
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public List<string> string_list_field;
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private static string vector2_list_fieldKey = "vector2_list_field";
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public List<Vector2> vector2_list_field;
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private static string vector3_list_fieldKey = "vector3_list_field";
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public List<Vector3> vector3_list_field;
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private static string vector4_list_fieldKey = "vector4_list_field";
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public List<Vector4> vector4_list_field;
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private static string color_list_fieldKey = "color_list_field";
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public List<Color> color_list_field;
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public bool bool_field
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{
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get
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{
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return _bool_field;
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}
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set
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{
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if (_bool_field != value)
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{
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_bool_field = value;
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GDEDataManager.SetBool(_key + "_" + bool_fieldKey, _bool_field);
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}
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}
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}
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public int int_field
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{
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get
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{
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return _int_field;
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}
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set
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{
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if (_int_field != value)
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{
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_int_field = value;
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GDEDataManager.SetInt(_key + "_" + int_fieldKey, _int_field);
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}
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}
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}
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public float float_field
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{
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get
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{
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return _float_field;
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}
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set
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{
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if (_float_field != value)
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{
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_float_field = value;
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GDEDataManager.SetFloat(_key + "_" + float_fieldKey, _float_field);
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}
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}
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}
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public string string_field
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{
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get
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{
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return _string_field;
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}
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set
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{
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if (_string_field != value)
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{
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_string_field = value;
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GDEDataManager.SetString(_key + "_" + string_fieldKey, _string_field);
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}
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}
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}
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public Vector2 vector2_field
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{
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get
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{
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return _vector2_field;
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}
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set
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{
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if (_vector2_field != value)
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{
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_vector2_field = value;
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GDEDataManager.SetVector2(_key + "_" + vector2_fieldKey, _vector2_field);
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}
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}
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}
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public Vector3 vector3_field
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{
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get
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{
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return _vector3_field;
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}
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set
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{
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if (_vector3_field != value)
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{
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_vector3_field = value;
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GDEDataManager.SetVector3(_key + "_" + vector3_fieldKey, _vector3_field);
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}
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}
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}
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public Vector4 vector4_field
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{
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get
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{
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return _vector4_field;
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}
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set
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{
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if (_vector4_field != value)
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{
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_vector4_field = value;
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GDEDataManager.SetVector4(_key + "_" + vector4_fieldKey, _vector4_field);
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}
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}
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}
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public Color color_field
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{
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get
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{
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return _color_field;
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}
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set
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{
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if (_color_field != value)
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{
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_color_field = value;
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GDEDataManager.SetColor(_key + "_" + color_fieldKey, _color_field);
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}
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}
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}
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public GDEReadSceneUnityTypesData custom_field
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{
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get
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{
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return _custom_field;
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}
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set
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{
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if (_custom_field != value)
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{
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_custom_field = value;
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GDEDataManager.SetCustom(_key + "_" + custom_fieldKey, _custom_field);
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}
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}
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}
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public GDEReadSceneData()
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{
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_key = string.Empty;
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}
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public GDEReadSceneData(string key)
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{
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_key = key;
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}
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public void Set_bool_list_field()
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{
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GDEDataManager.SetBoolList(_key + "_" + bool_list_fieldKey, bool_list_field);
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}
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public void Set_int_list_field()
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{
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GDEDataManager.SetIntList(_key + "_" + int_list_fieldKey, int_list_field);
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}
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public void Set_float_list_field()
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{
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GDEDataManager.SetFloatList(_key + "_" + float_list_fieldKey, float_list_field);
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}
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public void Set_string_list_field()
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{
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GDEDataManager.SetStringList(_key + "_" + string_list_fieldKey, string_list_field);
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}
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public void Set_vector2_list_field()
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{
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GDEDataManager.SetVector2List(_key + "_" + vector2_list_fieldKey, vector2_list_field);
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}
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public void Set_vector3_list_field()
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{
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GDEDataManager.SetVector3List(_key + "_" + vector3_list_fieldKey, vector3_list_field);
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}
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public void Set_vector4_list_field()
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{
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GDEDataManager.SetVector4List(_key + "_" + vector4_list_fieldKey, vector4_list_field);
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}
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public void Set_color_list_field()
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{
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GDEDataManager.SetColorList(_key + "_" + color_list_fieldKey, color_list_field);
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}
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public override void LoadFromDict(string dataKey, Dictionary<string, object> dict)
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{
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_key = dataKey;
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if (dict == null)
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{
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LoadFromSavedData(dataKey);
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return;
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}
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dict.TryGetBool(bool_fieldKey, out _bool_field);
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dict.TryGetInt(int_fieldKey, out _int_field);
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dict.TryGetFloat(float_fieldKey, out _float_field);
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dict.TryGetString(string_fieldKey, out _string_field);
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dict.TryGetVector2(vector2_fieldKey, out _vector2_field);
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dict.TryGetVector3(vector3_fieldKey, out _vector3_field);
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dict.TryGetVector4(vector4_fieldKey, out _vector4_field);
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dict.TryGetColor(color_fieldKey, out _color_field);
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dict.TryGetString(custom_fieldKey, out var value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEReadSceneUnityTypesData>(value, out _custom_field);
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dict.TryGetBoolList(bool_list_fieldKey, out bool_list_field);
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dict.TryGetIntList(int_list_fieldKey, out int_list_field);
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dict.TryGetFloatList(float_list_fieldKey, out float_list_field);
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dict.TryGetStringList(string_list_fieldKey, out string_list_field);
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dict.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field);
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dict.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field);
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dict.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field);
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dict.TryGetColorList(color_list_fieldKey, out color_list_field);
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LoadFromSavedData(dataKey);
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}
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public override void LoadFromSavedData(string dataKey)
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{
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_key = dataKey;
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_bool_field = GDEDataManager.GetBool(_key + "_" + bool_fieldKey, _bool_field);
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_int_field = GDEDataManager.GetInt(_key + "_" + int_fieldKey, _int_field);
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_float_field = GDEDataManager.GetFloat(_key + "_" + float_fieldKey, _float_field);
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_string_field = GDEDataManager.GetString(_key + "_" + string_fieldKey, _string_field);
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_vector2_field = GDEDataManager.GetVector2(_key + "_" + vector2_fieldKey, _vector2_field);
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_vector3_field = GDEDataManager.GetVector3(_key + "_" + vector3_fieldKey, _vector3_field);
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_vector4_field = GDEDataManager.GetVector4(_key + "_" + vector4_fieldKey, _vector4_field);
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_color_field = GDEDataManager.GetColor(_key + "_" + color_fieldKey, _color_field);
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_custom_field = GDEDataManager.GetCustom(_key + "_" + custom_fieldKey, _custom_field);
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bool_list_field = GDEDataManager.GetBoolList(_key + "_" + bool_list_fieldKey, bool_list_field);
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int_list_field = GDEDataManager.GetIntList(_key + "_" + int_list_fieldKey, int_list_field);
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float_list_field = GDEDataManager.GetFloatList(_key + "_" + float_list_fieldKey, float_list_field);
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string_list_field = GDEDataManager.GetStringList(_key + "_" + string_list_fieldKey, string_list_field);
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vector2_list_field = GDEDataManager.GetVector2List(_key + "_" + vector2_list_fieldKey, vector2_list_field);
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vector3_list_field = GDEDataManager.GetVector3List(_key + "_" + vector3_list_fieldKey, vector3_list_field);
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vector4_list_field = GDEDataManager.GetVector4List(_key + "_" + vector4_list_fieldKey, vector4_list_field);
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color_list_field = GDEDataManager.GetColorList(_key + "_" + color_list_fieldKey, color_list_field);
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}
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public void Reset_bool_field()
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{
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GDEDataManager.ResetToDefault(_key, bool_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetBool(bool_fieldKey, out _bool_field);
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}
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public void Reset_int_field()
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{
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GDEDataManager.ResetToDefault(_key, int_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetInt(int_fieldKey, out _int_field);
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}
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public void Reset_float_field()
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{
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GDEDataManager.ResetToDefault(_key, float_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(float_fieldKey, out _float_field);
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}
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public void Reset_string_field()
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{
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GDEDataManager.ResetToDefault(_key, string_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetString(string_fieldKey, out _string_field);
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}
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public void Reset_vector2_field()
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{
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GDEDataManager.ResetToDefault(_key, vector2_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector2(vector2_fieldKey, out _vector2_field);
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}
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public void Reset_vector3_field()
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{
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GDEDataManager.ResetToDefault(_key, vector3_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector3(vector3_fieldKey, out _vector3_field);
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}
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public void Reset_vector4_field()
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{
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GDEDataManager.ResetToDefault(_key, vector4_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector4(vector4_fieldKey, out _vector4_field);
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}
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public void Reset_color_field()
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{
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GDEDataManager.ResetToDefault(_key, color_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetColor(color_fieldKey, out _color_field);
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}
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public void Reset_bool_list_field()
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{
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GDEDataManager.ResetToDefault(_key, bool_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetBoolList(bool_list_fieldKey, out bool_list_field);
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}
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public void Reset_int_list_field()
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{
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GDEDataManager.ResetToDefault(_key, int_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetIntList(int_list_fieldKey, out int_list_field);
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}
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public void Reset_float_list_field()
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{
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GDEDataManager.ResetToDefault(_key, float_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloatList(float_list_fieldKey, out float_list_field);
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}
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public void Reset_string_list_field()
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{
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GDEDataManager.ResetToDefault(_key, string_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetStringList(string_list_fieldKey, out string_list_field);
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}
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public void Reset_vector2_list_field()
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{
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GDEDataManager.ResetToDefault(_key, vector2_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field);
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}
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public void Reset_vector3_list_field()
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{
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GDEDataManager.ResetToDefault(_key, vector3_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field);
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}
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public void Reset_vector4_list_field()
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{
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GDEDataManager.ResetToDefault(_key, vector4_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field);
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}
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public void Reset_color_list_field()
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{
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GDEDataManager.ResetToDefault(_key, color_list_fieldKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetColorList(color_list_fieldKey, out color_list_field);
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}
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public void Reset_custom_field()
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{
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GDEDataManager.ResetToDefault(_key, custom_fieldKey);
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GDEDataManager.Get(_key, out var data);
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|
data.TryGetString(custom_fieldKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEReadSceneUnityTypesData>(value, out _custom_field);
|
||
|
custom_field = GDEDataManager.GetCustom(_key + "_" + custom_fieldKey, _custom_field);
|
||
|
custom_field.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void ResetAll()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, bool_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, bool_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, int_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, float_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, string_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector2_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector3_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector4_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, color_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, int_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, float_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, string_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector2_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector3_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, vector4_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, color_list_fieldKey);
|
||
|
GDEDataManager.ResetToDefault(_key, custom_fieldKey);
|
||
|
Reset_custom_field();
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
LoadFromDict(_key, data);
|
||
|
}
|
||
|
}
|
||
|
}
|