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

142 lines
No EOL
3.6 KiB
C#

// Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// GameDataEditor.GDEAbilityData
using System.Collections.Generic;
using GameDataEditor;
namespace GameDataEditor
{
public class GDEAbilityData : IGDEData
{
private static string IDKey = "ID";
private int _ID;
private static string GameCharacterTypeKey = "GameCharacterType";
private GDEGameCharacterTypeData _GameCharacterType;
private static string AbilityNameKey = "AbilityName";
private GDEConstantTextListData _AbilityName;
public int ID
{
get
{
return _ID;
}
set
{
if (_ID != value)
{
_ID = value;
GDEDataManager.SetInt(_key + "_" + IDKey, _ID);
}
}
}
public GDEGameCharacterTypeData GameCharacterType
{
get
{
return _GameCharacterType;
}
set
{
if (_GameCharacterType != value)
{
_GameCharacterType = value;
GDEDataManager.SetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
}
}
}
public GDEConstantTextListData AbilityName
{
get
{
return _AbilityName;
}
set
{
if (_AbilityName != value)
{
_AbilityName = value;
GDEDataManager.SetCustom(_key + "_" + AbilityNameKey, _AbilityName);
}
}
}
public GDEAbilityData()
{
_key = string.Empty;
}
public GDEAbilityData(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.TryGetString(GameCharacterTypeKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEGameCharacterTypeData>(value, out _GameCharacterType);
dict.TryGetString(AbilityNameKey, out value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _AbilityName);
LoadFromSavedData(dataKey);
}
public override void LoadFromSavedData(string dataKey)
{
_key = dataKey;
_ID = GDEDataManager.GetInt(_key + "_" + IDKey, _ID);
_GameCharacterType = GDEDataManager.GetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
_AbilityName = GDEDataManager.GetCustom(_key + "_" + AbilityNameKey, _AbilityName);
}
public void Reset_ID()
{
GDEDataManager.ResetToDefault(_key, IDKey);
GDEDataManager.Get(_key, out var data);
data.TryGetInt(IDKey, out _ID);
}
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_AbilityName()
{
GDEDataManager.ResetToDefault(_key, AbilityNameKey);
GDEDataManager.Get(_key, out var data);
data.TryGetString(AbilityNameKey, out var value);
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _AbilityName);
AbilityName = GDEDataManager.GetCustom(_key + "_" + AbilityNameKey, _AbilityName);
AbilityName.ResetAll();
}
public void ResetAll()
{
GDEDataManager.ResetToDefault(_key, IDKey);
GDEDataManager.ResetToDefault(_key, GameCharacterTypeKey);
GDEDataManager.ResetToDefault(_key, AbilityNameKey);
Reset_GameCharacterType();
Reset_AbilityName();
GDEDataManager.Get(_key, out var data);
LoadFromDict(_key, data);
}
}
}