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CharacterReadWriter.cs
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120 lines (103 loc) · 2.82 KB
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// キャラクターの読み込みと保存をする
/// </summary>
public class CharacterReadWriter
{
const int ERROR_CHARACTER_ID = 0;
const int MIN_CHARACTER_ID = 1;
const string CHARACTER_MAX_ID_KEY = "character_max_id_key";
int maxCharacterId { get; set; }
IDataSerializer dataSerializer = new PlayerPrefsDataSerializer();
public CharacterReadWriter()
{
maxCharacterId = LoadMaxCharacterId();
}
string GetIdKey(int id)
{
return "character_" + id + "_id";
}
string GetNameKey(int id)
{
return "character_" + id + "_name";
}
string GetHpKey(int id)
{
return "character_" + id + "_hp";
}
string GetExpKey(int id)
{
return "character_" + id + "_exp";
}
int LoadMaxCharacterId()
{
return dataSerializer.LoadInt(CHARACTER_MAX_ID_KEY, ERROR_CHARACTER_ID);
}
/// <summary>
/// キャラクター最大値を更新する
/// 最大値が現在より上回っていなければ更新しない
///
/// REVIEW ここのチェックは分けたほうがいいだろうか?
/// </summary>
/// <param name="id"></param>
void UpdateMaxCharacterId(int id)
{
if (id > maxCharacterId)
{
maxCharacterId = id;
dataSerializer.SaveInt(CHARACTER_MAX_ID_KEY, maxCharacterId);
}
}
public int GetNextMaxCharacterId()
{
return maxCharacterId + 1;
}
/// <summary>
/// すべてロード
/// </summary>
/// <returns></returns>
public Dictionary<int, Character> LoadAll()
{
var characters = new Dictionary<int, Character>();
for (int i = maxCharacterId; i >= MIN_CHARACTER_ID ; i--)
{
var character = LoadById(i);
characters.Add(i, character);
}
return characters;
}
/// <summary>
/// ID指定でロード
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public Character LoadById(int id)
{
int loadedId = dataSerializer.LoadInt(GetIdKey(id), ERROR_CHARACTER_ID);
if (loadedId == ERROR_CHARACTER_ID)
{
// TODO 何かしらエラーハンドリングしたい
Debug.Log("読み込みエラー: セーブされていないID");
}
string name = dataSerializer.LoadString(GetNameKey(id), "default");
int hp = dataSerializer.LoadInt(GetHpKey(id), 0);
int exp = dataSerializer.LoadInt(GetExpKey(id), 0);
return new Character(id, name, hp, exp);
}
/// <summary>
/// REVIEW 更新系と新規追加系は分けたほうがよいか
/// </summary>
/// <param name="character"></param>
public void Save(Character character)
{
int id = character.id;
dataSerializer.SaveInt(GetIdKey(id), id);
dataSerializer.SaveString(GetNameKey(id), character.name);
dataSerializer.SaveInt(GetHpKey(id), character.hp);
dataSerializer.SaveInt(GetExpKey(id), character.exp);
UpdateMaxCharacterId(id);
}
// TODO 一括保存 未実装
// public void SaveAll(Dictionary<int, Character> charcters)
}