FunGame-Core/Library/Common/JsonConverter/InventoryConverter.cs

53 lines
2.0 KiB
C#

using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Architecture;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
{
public class InventoryConverter : BaseEntityConverter<Inventory>
{
public override Inventory NewInstance()
{
return Factory.GetInventory();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Inventory result)
{
switch (propertyName)
{
case nameof(Inventory.Name):
result.Name = reader.GetString() ?? "";
break;
case nameof(Inventory.Characters):
Dictionary<string, Character> characters = NetworkUtility.JsonDeserialize<Dictionary<string, Character>>(ref reader, options) ?? [];
foreach (string key in characters.Keys)
{
result.Characters[key] = characters[key];
}
break;
case nameof(Inventory.Items):
Dictionary<string, Item> items = NetworkUtility.JsonDeserialize<Dictionary<string, Item>>(ref reader, options) ?? [];
foreach (string key in items.Keys)
{
result.Items[key] = items[key];
}
break;
}
}
public override void Write(Utf8JsonWriter writer, Inventory value, JsonSerializerOptions options)
{
writer.WriteStartObject();
writer.WriteString(nameof(Inventory.Name), value.Name);
writer.WritePropertyName(nameof(Inventory.Characters));
JsonSerializer.Serialize(writer, value.Characters, options);
writer.WritePropertyName(nameof(Inventory.Items));
JsonSerializer.Serialize(writer, value.Items, options);
writer.WriteEndObject();
}
}
}