FiE-Game/Assets/Plugins/GameDataEditor/GDESkillTreeData.cs
2023-07-19 18:11:02 +01:00

557 lines
No EOL
14 KiB
C#

// Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// GameDataEditor.GDESkillTreeData
using System.Collections.Generic;
using GameDataEditor;
namespace GameDataEditor
{
public class GDESkillTreeData : IGDEData
{
private static string IDKey = "ID";
private int _ID;
private static string SkillLevelKey = "SkillLevel";
private int _SkillLevel;
private static string OptionIDKey = "OptionID";
private int _OptionID;
private static string CostKey = "Cost";
private int _Cost;
private static string Value1Key = "Value1";
private float _Value1;
private static string Value2Key = "Value2";
private float _Value2;
private static string Value3Key = "Value3";
private float _Value3;
private static string Value4Key = "Value4";
private float _Value4;
private static string Value5Key = "Value5";
private float _Value5;
private static string SkillGroupKey = "SkillGroup";
private GDESkillGroupData _SkillGroup;
private static string GameCharacterTypeKey = "GameCharacterType";
private GDEGameCharacterTypeData _GameCharacterType;
private static string AbilityKey = "Ability";
private GDEAbilityData _Ability;
private static string SkillTypeKey = "SkillType";
private GDESkillTypeData _SkillType;
private static string RelatedSkillKey = "RelatedSkill";
private GDESkillTreeData _RelatedSkill;
private static string UIColorKey = "UIColor";
private GDESkillUIColorData _UIColor;
private static string SpecificDescriptionTextKey = "SpecificDescriptionText";
private GDEConstantTextListData _SpecificDescriptionText;
public int ID
{
get
{
return _ID;
}
set
{
if (_ID != value)
{
_ID = value;
GDEDataManager.SetInt(_key + "_" + IDKey, _ID);
}
}
}
public int SkillLevel
{
get
{
return _SkillLevel;
}
set
{
if (_SkillLevel != value)
{
_SkillLevel = value;
GDEDataManager.SetInt(_key + "_" + SkillLevelKey, _SkillLevel);
}
}
}
public int OptionID
{
get
{
return _OptionID;
}
set
{
if (_OptionID != value)
{
_OptionID = value;
GDEDataManager.SetInt(_key + "_" + OptionIDKey, _OptionID);
}
}
}
public int Cost
{
get
{
return _Cost;
}
set
{
if (_Cost != value)
{
_Cost = value;
GDEDataManager.SetInt(_key + "_" + CostKey, _Cost);
}
}
}
public float Value1
{
get
{
return _Value1;
}
set
{
if (_Value1 != value)
{
_Value1 = value;
GDEDataManager.SetFloat(_key + "_" + Value1Key, _Value1);
}
}
}
public float Value2
{
get
{
return _Value2;
}
set
{
if (_Value2 != value)
{
_Value2 = value;
GDEDataManager.SetFloat(_key + "_" + Value2Key, _Value2);
}
}
}
public float Value3
{
get
{
return _Value3;
}
set
{
if (_Value3 != value)
{
_Value3 = value;
GDEDataManager.SetFloat(_key + "_" + Value3Key, _Value3);
}
}
}
public float Value4
{
get
{
return _Value4;
}
set
{
if (_Value4 != value)
{
_Value4 = value;
GDEDataManager.SetFloat(_key + "_" + Value4Key, _Value4);
}
}
}
public float Value5
{
get
{
return _Value5;
}
set
{
if (_Value5 != value)
{
_Value5 = value;
GDEDataManager.SetFloat(_key + "_" + Value5Key, _Value5);
}
}
}
public GDESkillGroupData SkillGroup
{
get
{
return _SkillGroup;
}
set
{
if (_SkillGroup != value)
{
_SkillGroup = value;
GDEDataManager.SetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
}
}
}
public GDEGameCharacterTypeData GameCharacterType
{
get
{
return _GameCharacterType;
}
set
{
if (_GameCharacterType != value)
{
_GameCharacterType = value;
GDEDataManager.SetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
}
}
}
public GDEAbilityData Ability
{
get
{
return _Ability;
}
set
{
if (_Ability != value)
{
_Ability = value;
GDEDataManager.SetCustom(_key + "_" + AbilityKey, _Ability);
}
}
}
public GDESkillTypeData SkillType
{
get
{
return _SkillType;
}
set
{
if (_SkillType != value)
{
_SkillType = value;
GDEDataManager.SetCustom(_key + "_" + SkillTypeKey, _SkillType);
}
}
}
public GDESkillTreeData RelatedSkill
{
get
{
return _RelatedSkill;
}
set
{
if (_RelatedSkill != value)
{
_RelatedSkill = value;
GDEDataManager.SetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
}
}
}
public GDESkillUIColorData UIColor
{
get
{
return _UIColor;
}
set
{
if (_UIColor != value)
{
_UIColor = value;
GDEDataManager.SetCustom(_key + "_" + UIColorKey, _UIColor);
}
}
}
public GDEConstantTextListData SpecificDescriptionText
{
get
{
return _SpecificDescriptionText;
}
set
{
if (_SpecificDescriptionText != value)
{
_SpecificDescriptionText = value;
GDEDataManager.SetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
}
}
}
public GDESkillTreeData()
{
_key = string.Empty;
}
public GDESkillTreeData(string key)
{
_key = key;
}
public override void LoadFromDict(string dataKey, Dictionary<string, object> dict)
{
_key = dataKey;
if (dict == null)
{
LoadFromSavedData(dataKey);
return;
}
dict.TryGetInt(IDKey, out _ID);
dict.TryGetInt(SkillLevelKey, out _SkillLevel);
dict.TryGetInt(OptionIDKey, out _OptionID);
dict.TryGetInt(CostKey, out _Cost);
dict.TryGetFloat(Value1Key, out _Value1);
dict.TryGetFloat(Value2Key, out _Value2);
dict.TryGetFloat(Value3Key, out _Value3);
dict.TryGetFloat(Value4Key, out _Value4);
dict.TryGetFloat(Value5Key, out _Value5);
dict.TryGetString(SkillGroupKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillGroupData>(value, out _SkillGroup);
dict.TryGetString(GameCharacterTypeKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEGameCharacterTypeData>(value, out _GameCharacterType);
dict.TryGetString(AbilityKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEAbilityData>(value, out _Ability);
dict.TryGetString(SkillTypeKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTypeData>(value, out _SkillType);
dict.TryGetString(RelatedSkillKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTreeData>(value, out _RelatedSkill);
dict.TryGetString(UIColorKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillUIColorData>(value, out _UIColor);
dict.TryGetString(SpecificDescriptionTextKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _SpecificDescriptionText);
LoadFromSavedData(dataKey);
}
public override void LoadFromSavedData(string dataKey)
{
_key = dataKey;
_ID = GDEDataManager.GetInt(_key + "_" + IDKey, _ID);
_SkillLevel = GDEDataManager.GetInt(_key + "_" + SkillLevelKey, _SkillLevel);
_OptionID = GDEDataManager.GetInt(_key + "_" + OptionIDKey, _OptionID);
_Cost = GDEDataManager.GetInt(_key + "_" + CostKey, _Cost);
_Value1 = GDEDataManager.GetFloat(_key + "_" + Value1Key, _Value1);
_Value2 = GDEDataManager.GetFloat(_key + "_" + Value2Key, _Value2);
_Value3 = GDEDataManager.GetFloat(_key + "_" + Value3Key, _Value3);
_Value4 = GDEDataManager.GetFloat(_key + "_" + Value4Key, _Value4);
_Value5 = GDEDataManager.GetFloat(_key + "_" + Value5Key, _Value5);
_SkillGroup = GDEDataManager.GetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
_GameCharacterType = GDEDataManager.GetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
_Ability = GDEDataManager.GetCustom(_key + "_" + AbilityKey, _Ability);
_SkillType = GDEDataManager.GetCustom(_key + "_" + SkillTypeKey, _SkillType);
_RelatedSkill = GDEDataManager.GetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
_UIColor = GDEDataManager.GetCustom(_key + "_" + UIColorKey, _UIColor);
_SpecificDescriptionText = GDEDataManager.GetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
}
public void Reset_ID()
{
GDEDataManager.ResetToDefault(_key, IDKey);
GDEDataManager.Get(_key, out var data);
data.TryGetInt(IDKey, out _ID);
}
public void Reset_SkillLevel()
{
GDEDataManager.ResetToDefault(_key, SkillLevelKey);
GDEDataManager.Get(_key, out var data);
data.TryGetInt(SkillLevelKey, out _SkillLevel);
}
public void Reset_OptionID()
{
GDEDataManager.ResetToDefault(_key, OptionIDKey);
GDEDataManager.Get(_key, out var data);
data.TryGetInt(OptionIDKey, out _OptionID);
}
public void Reset_Cost()
{
GDEDataManager.ResetToDefault(_key, CostKey);
GDEDataManager.Get(_key, out var data);
data.TryGetInt(CostKey, out _Cost);
}
public void Reset_Value1()
{
GDEDataManager.ResetToDefault(_key, Value1Key);
GDEDataManager.Get(_key, out var data);
data.TryGetFloat(Value1Key, out _Value1);
}
public void Reset_Value2()
{
GDEDataManager.ResetToDefault(_key, Value2Key);
GDEDataManager.Get(_key, out var data);
data.TryGetFloat(Value2Key, out _Value2);
}
public void Reset_Value3()
{
GDEDataManager.ResetToDefault(_key, Value3Key);
GDEDataManager.Get(_key, out var data);
data.TryGetFloat(Value3Key, out _Value3);
}
public void Reset_Value4()
{
GDEDataManager.ResetToDefault(_key, Value4Key);
GDEDataManager.Get(_key, out var data);
data.TryGetFloat(Value4Key, out _Value4);
}
public void Reset_Value5()
{
GDEDataManager.ResetToDefault(_key, Value5Key);
GDEDataManager.Get(_key, out var data);
data.TryGetFloat(Value5Key, out _Value5);
}
public void Reset_SkillGroup()
{
GDEDataManager.ResetToDefault(_key, SkillGroupKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(SkillGroupKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillGroupData>(value, out _SkillGroup);
SkillGroup = GDEDataManager.GetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
SkillGroup.ResetAll();
}
public void Reset_GameCharacterType()
{
GDEDataManager.ResetToDefault(_key, GameCharacterTypeKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(GameCharacterTypeKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEGameCharacterTypeData>(value, out _GameCharacterType);
GameCharacterType = GDEDataManager.GetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
GameCharacterType.ResetAll();
}
public void Reset_Ability()
{
GDEDataManager.ResetToDefault(_key, AbilityKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(AbilityKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEAbilityData>(value, out _Ability);
Ability = GDEDataManager.GetCustom(_key + "_" + AbilityKey, _Ability);
Ability.ResetAll();
}
public void Reset_SkillType()
{
GDEDataManager.ResetToDefault(_key, SkillTypeKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(SkillTypeKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTypeData>(value, out _SkillType);
SkillType = GDEDataManager.GetCustom(_key + "_" + SkillTypeKey, _SkillType);
SkillType.ResetAll();
}
public void Reset_RelatedSkill()
{
GDEDataManager.ResetToDefault(_key, RelatedSkillKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(RelatedSkillKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTreeData>(value, out _RelatedSkill);
RelatedSkill = GDEDataManager.GetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
RelatedSkill.ResetAll();
}
public void Reset_UIColor()
{
GDEDataManager.ResetToDefault(_key, UIColorKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(UIColorKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillUIColorData>(value, out _UIColor);
UIColor = GDEDataManager.GetCustom(_key + "_" + UIColorKey, _UIColor);
UIColor.ResetAll();
}
public void Reset_SpecificDescriptionText()
{
GDEDataManager.ResetToDefault(_key, SpecificDescriptionTextKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(SpecificDescriptionTextKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _SpecificDescriptionText);
SpecificDescriptionText = GDEDataManager.GetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
SpecificDescriptionText.ResetAll();
}
public void ResetAll()
{
GDEDataManager.ResetToDefault(_key, IDKey);
GDEDataManager.ResetToDefault(_key, SkillGroupKey);
GDEDataManager.ResetToDefault(_key, SkillLevelKey);
GDEDataManager.ResetToDefault(_key, OptionIDKey);
GDEDataManager.ResetToDefault(_key, CostKey);
GDEDataManager.ResetToDefault(_key, GameCharacterTypeKey);
GDEDataManager.ResetToDefault(_key, AbilityKey);
GDEDataManager.ResetToDefault(_key, SkillTypeKey);
GDEDataManager.ResetToDefault(_key, Value1Key);
GDEDataManager.ResetToDefault(_key, Value2Key);
GDEDataManager.ResetToDefault(_key, Value3Key);
GDEDataManager.ResetToDefault(_key, Value4Key);
GDEDataManager.ResetToDefault(_key, Value5Key);
GDEDataManager.ResetToDefault(_key, RelatedSkillKey);
GDEDataManager.ResetToDefault(_key, UIColorKey);
GDEDataManager.ResetToDefault(_key, SpecificDescriptionTextKey);
Reset_SkillGroup();
Reset_GameCharacterType();
Reset_Ability();
Reset_SkillType();
Reset_RelatedSkill();
Reset_UIColor();
Reset_SpecificDescriptionText();
GDEDataManager.Get(_key, out var data);
LoadFromDict(_key, data);
}
}
}