Files
YachtDice/Assets/Scripts/Player/DiceCollection.cs
T
2026-03-02 12:49:12 +07:00

77 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using YachtDice.Dice;
namespace YachtDice.Player
{
public class DiceCollection
{
private readonly List<DiceDefinition> _ownedDice = new();
public event Action OnChanged;
public IReadOnlyList<DiceDefinition> OwnedDice => _ownedDice;
public void Add(DiceDefinition definition)
{
if (definition == null) return;
if (OwnsById(definition.Id)) return;
_ownedDice.Add(definition);
OnChanged?.Invoke();
}
public void Remove(DiceDefinition definition)
{
if (_ownedDice.Remove(definition))
OnChanged?.Invoke();
}
public bool OwnsById(string id)
{
foreach (var t in _ownedDice)
{
if (t != null && t.Id == id)
return true;
}
return false;
}
public List<string> GetSaveData()
{
var ids = new List<string>();
foreach (var t in _ownedDice)
ids.Add(t.Id);
return ids;
}
public void LoadSaveData(List<string> diceIds, DiceCatalog catalog)
{
_ownedDice.Clear();
if (diceIds == null)
{
OnChanged?.Invoke();
return;
}
foreach (var t in diceIds)
{
var def = catalog.FindById(t);
if (def != null)
_ownedDice.Add(def);
}
OnChanged?.Invoke();
}
public void Clear()
{
_ownedDice.Clear();
OnChanged?.Invoke();
}
}
}