Files
YachtDice/Assets/Scripts/Player/DiceCollection.cs
T

75 lines
1.8 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)
{
for (int i = 0; i < _ownedDice.Count; i++)
{
if (_ownedDice[i] != null && _ownedDice[i].Id == id)
return true;
}
return false;
}
public List<string> GetSaveData()
{
var ids = new List<string>();
for (int i = 0; i < _ownedDice.Count; i++)
ids.Add(_ownedDice[i].Id);
return ids;
}
public void LoadSaveData(List<string> diceIds, DiceCatalog catalog)
{
_ownedDice.Clear();
if (diceIds == null)
{
OnChanged?.Invoke();
return;
}
for (int i = 0; i < diceIds.Count; i++)
{
var def = catalog.FindById(diceIds[i]);
if (def != null)
_ownedDice.Add(def);
}
OnChanged?.Invoke();
}
public void Clear()
{
_ownedDice.Clear();
OnChanged?.Invoke();
}
}
}