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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EditLoader : CreateLoader
{
private Stage original_stage;
public new void Init()
{
base.Init();
}
public void SetStage(string name, bool local)
{
StageStatic.SetStage(name, local);
original_stage = StageStatic.stage;
if (!original_stage.DeepLoad())
Error(-1);
id = original_stage.number;
this.name = original_stage.name;
description= original_stage.description;
scene = original_stage.scene;
}
public void Reset()
{
SetStage(original_stage.name, !original_stage.use_install_folder);
}
private void _Delete()
{
StageStatic.Delete(original_stage);
}
public void Delete()
{
//Reset();
//TODO: ask user
_Delete();
pageMenue.RevertMode();
}
private bool _Clone(bool overwrite)
{
int error = StageStatic.Validate(id, name, description, scene)
- (overwrite ? (1 << 1) + 1 : 0);
if (error != 0) {
Error(error);
return false;
}
Stage new_stage = new Stage(id, name, description, scene, true);
new_stage.CopyStates(original_stage);
StageStatic.stage = new_stage;
return true;
}
public void Clone()
{
if (!_Clone(false))
return;
StageStatic.SetStage(name, true);
StageStatic.LoadCreate();
}
private bool _Save()
{
if (!_Clone(true))
return false;
if (name != original_stage.name)
// has not been overridden
_Delete();
return true;
}
public void Save()
{
if (!_Save())
return;
pageMenue.RevertMode();
}
public void Edit()
{
_Save();
StageStatic.SetStage(name, true);
StageStatic.LoadCreate();
}
}