ProjectDDD/Assets/_DDD/_Scripts/RestaurantData/RestaurantData.cs

57 lines
2.1 KiB
C#

using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace DDD
{
[CreateAssetMenu(fileName = "RestaurantData", menuName = "RestaurantData/RestaurantData", order = 0)]
public class RestaurantData : ScriptSingleton<RestaurantData>
{
[SerializeField] private AssetReference _restaurantPlayerData;
[SerializeField] private AssetReference _restaurantManagementData;
[SerializeField] private AssetReference _restaurantRunData;
[SerializeField] private AssetReference _restaurantCustomerData;
public RestaurantPlayerData PlayerData { get; private set; }
public RestaurantManagementData ManagementData { get; private set; }
public RestaurantRunData RunData { get; private set; }
public RestaurantCustomerData CustomerData { get; private set; }
private bool _isLoaded;
public async Task LoadData()
{
if (_isLoaded)
{
return;
}
PlayerData = await AssetManager.Instance.LoadAssetAsync<RestaurantPlayerData>(_restaurantPlayerData);
ManagementData = await AssetManager.Instance.LoadAssetAsync<RestaurantManagementData>(_restaurantManagementData);
RunData = await AssetManager.Instance.LoadAssetAsync<RestaurantRunData>(_restaurantRunData);
CustomerData = await AssetManager.Instance.LoadAssetAsync<RestaurantCustomerData>(_restaurantCustomerData);
_isLoaded = true;
}
private void OnDisable()
{
if (_isLoaded == false) return;
var assetManager = AssetManager.Instance;
if (!assetManager) return;
AssetManager.Instance.ReleaseAsset(_restaurantPlayerData);
AssetManager.Instance.ReleaseAsset(_restaurantManagementData);
AssetManager.Instance.ReleaseAsset(_restaurantRunData);
AssetManager.Instance.ReleaseAsset(_restaurantCustomerData);
PlayerData = null;
ManagementData = null;
RunData = null;
CustomerData = null;
_isLoaded = false;
}
}
}