69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
using FirstVillain.Converter;
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using FirstVillain.Entities;
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using FirstVillain.EventBus;
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using FirstVillain.Singleton;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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public class TableManager : UnitySingleton<TableManager>
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{
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public Wrapper<T> LoadTable<T>(E_TABLE table)
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{
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return LoadTableAsset<T>(table);
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}
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private Wrapper<T> LoadTableAsset<T>(E_TABLE table)
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{
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var asset = AddressableManager.Instance.LoadAssetAsync<TextAsset>(table.ToString());
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return JsonConvert.DeserializeObject<Wrapper<T>>(asset.text);
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}
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#region LoadAssets
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#endregion LoadAssets
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//테이블별로 테이블 가져오는 함수를 계속 추가해 줘야하는 단점...
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//전부 메모리에 올려두고 사용하는게 나을지 고민 필요
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#region Prop
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public JPropInfoData GetPropInfoById(int id)
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{
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var list = LoadTableAsset<JPropInfoData>(E_TABLE.JPropInfo).list;
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return list.Find(arg => arg.Id == id);
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}
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public List<JPropInfoData> GetPropInfoList(E_TABLE table)
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{
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return LoadTableAsset<JPropInfoData>(table).list;
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}
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public List<JPropInfoData> GetPropGroupList(int groupId)
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{
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var list = LoadTableAsset<JPropInfoData>(E_TABLE.JPropInfo).list;
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return list.FindAll(arg => arg.PropGroupId == groupId);
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}
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public List<JPropRateData> GetProbByType(string type)
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{
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var list = LoadTableAsset<JPropRateData>(E_TABLE.JPropRate).list;
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return list.FindAll(arg => arg.PropType == type);
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}
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#endregion Prop
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#region Stage Item
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public List<JStageItemData> GetStageItemList()
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{
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return LoadTableAsset<JStageItemData>(E_TABLE.JStageItem).list;
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}
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public JStageItemEffectData GetStageItemEffect(int id)
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{
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var list = LoadTableAsset<JStageItemEffectData>(E_TABLE.JStageItemEffect).list;
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return list.Find(arg => arg.Id == id);
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}
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#endregion Stage Item
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}
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