ProjectCreep/Assets/TBTK/Scripts/DB/CollectibleDB.cs

134 lines
4.1 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
using System.Collections.Generic;
using TBTK;
namespace TBTK {
[CreateAssetMenu(fileName = "CollectibleDB", menuName = "TBTK_DB/CollectibleDB", order = 1)]
public class CollectibleDB : ScriptableObject {
[HideInInspector] public List<GameObject> objList=new List<GameObject>();
public List<Collectible> collectibleList=new List<Collectible>();
public static CollectibleDB LoadDB(){
return Resources.Load("DB_TBTK/CollectibleDB", typeof(CollectibleDB)) as CollectibleDB;
}
#region runtime code
public static CollectibleDB instance;
public static CollectibleDB Init(){
if(instance!=null) return instance;
instance=LoadDB();
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
instance.FillObjectList();
#endif
return instance;
}
public static CollectibleDB GetDB(){ return Init(); }
public static List<Collectible> GetList(bool verify=true){ Init();
if(verify) VerifyList();
return instance.collectibleList;
}
public static Collectible GetItem(int index){ Init(); return (index>=0 && index<instance.collectibleList.Count) ? instance.collectibleList[index] : null; }
public static int GetItemID(int index){ Init(); return (index>=0 && index<instance.collectibleList.Count) ? instance.collectibleList[index].prefabID : -1; }
public static int GetCount(){ Init(); return instance.collectibleList.Count; }
public static List<int> GetPrefabIDList(){ Init();
List<int> prefabIDList=new List<int>();
for(int i=0; i<instance.collectibleList.Count; i++) prefabIDList.Add(instance.collectibleList[i].prefabID);
return prefabIDList;
}
public static Collectible GetPrefab(int pID){ Init();
for(int i=0; i<instance.collectibleList.Count; i++){
if(instance.collectibleList[i].prefabID==pID) return instance.collectibleList[i];
}
return null;
}
public static int GetPrefabIndex(int pID){ Init();
for(int i=0; i<instance.collectibleList.Count; i++){
if(instance.collectibleList[i].prefabID==pID) return i;
}
return -1;
}
public static int GetPrefabIndex(Collectible collectible){
if(collectible==null) return -1;
return GetPrefabIndex(collectible.prefabID);
}
public static void ResetItemPID(int index){
Init(); if(index>=0 && index<instance.collectibleList.Count) instance.collectibleList[index].prefabID=-1;
}
public static void VerifyList(){
#if UNITY_2018_3_OR_NEWER
for(int i=0; i<instance.collectibleList.Count; i++){
if(instance.collectibleList[i]!=null){
if(instance.objList.Count>i) instance.objList[i]=instance.collectibleList[i].gameObject;
else instance.objList.Add(instance.collectibleList[i].gameObject);
continue;
}
if(i<instance.objList.Count && instance.objList[i]!=null){
Collectible collectible=instance.objList[i].GetComponent<Collectible>();
if(collectible!=null){ instance.collectibleList[i]=collectible; continue; }
}
instance.collectibleList.RemoveAt(i); i-=1;
}
while(instance.objList.Count>instance.collectibleList.Count) instance.objList.RemoveAt(instance.objList.Count-1);
#else
for(int i=0; i<instance.collectibleList.Count; i++){
if(instance.collectibleList[i]==null){ instance.collectibleList.RemoveAt(i); i-=1; }
}
#endif
}
public static string[] label;
public static void UpdateLabel(){
label=new string[GetList(false).Count];
for(int i=0; i<label.Length; i++) label[i]=i+" - "+GetItem(i).itemName;
}
#endregion
#if UNITY_EDITOR
[ContextMenu ("Reset PrefabID")]
public void ResetPrefabID(){
for(int i=0; i<collectibleList.Count; i++){
collectibleList[i].prefabID=i;
UnityEditor.EditorUtility.SetDirty(collectibleList[i]);
}
}
public void FillObjectList(){
ClearEmptyElement();
objList=new List<GameObject>();
for(int i=0; i<collectibleList.Count; i++) objList.Add(collectibleList[i].gameObject);
}
public void ClearEmptyElement(){
for(int i=0; i<instance.collectibleList.Count; i++){
if(instance.collectibleList[i]==null){ instance.collectibleList.RemoveAt(i); i-=1; }
}
}
#endif
}
}