Json Detail
This detail is Obsolete
. We recommend using Static Properties when possible.
The JsonDetail
is made to store static data.
All data stored in this detail are immutable, meaning that you can only read them at runtime.
Storable types
As this stores JSON data, it supports all C# built-in types as well as arrays of these types; except System.Object
.
Custom types, and arrays of these, can also be stored if they respect specific conditions:
- The class isn't abstract.
- The class has a constructor taking no parameters (implicit if no other constructor is declared).
- The class implements the
IDictionaryConvertible
interface.
Note: This interface is a contract to serialize/deserialize an object into/from a JSON-compatible dictionary.
Example
We have a "Full Body Armor" in our inventory that already has some variable properties but we want to add static data to it.
Let's use a JsonDetail
.
The ArmorAura
class used in this example looks like this.
public class ArmorAura : IDictionaryConvertible
{
public string Name { get; private set; }
public string Description { get; private set; }
public float IncreaseRate { get; private set; }
public float Range { get; private set; }
/// <summary>
/// Converts this object to a JSON ready dictionary.
/// </summary>
public Dictionary<string, object> ToDictionary()
{
var jsonReadyDictionary = new Dictionary<string, object>
{
[nameof(Name)] = Name,
[nameof(Description)] = Description,
[nameof(IncreaseRate)] = IncreaseRate,
[nameof(Range)] = Range
};
return jsonReadyDictionary;
}
/// <summary>
/// Reset this object and fill it with the given data.
/// </summary>
/// <param name="rawDictionary">
/// A dictionary containing JSON data.
/// Note: Expect integer values (enum included) to be stored as <see cref="long"/>
/// and floating values to be stored as <see cref="double"/>.
/// </param>
public void FillFromDictionary(Dictionary<string, object> rawDictionary)
{
//Reset values
Name = "";
Description = "";
IncreaseRate = 0;
Range = 0;
if (rawDictionary.TryGetValue(nameof(Name), out var rawName))
{
Name = rawName.ToString();
}
if (rawDictionary.TryGetValue(nameof(Description), out var rawDescription))
{
Description = rawDescription.ToString();
}
if (rawDictionary.TryGetValue(nameof(IncreaseRate), out var rawIncreaseRate))
{
IncreaseRate = Convert.ToSingle(rawIncreaseRate);
}
if (rawDictionary.TryGetValue(nameof(Range), out var rawRange))
{
Range = Convert.ToSingle(rawRange);
}
}
}
And here is an example of how you can get these data at runtime.
public class ArmorBehaviour : MonoBehaviour
{
InventoryItem m_Armor;
string m_Description;
ArmorAura m_Aura;
void Start()
{
//Make sure GameFoundation is initialized.
if (GameFoundation.IsInitialized)
{
GetArmorData();
}
else
{
GameFoundation.Initialize(new MemoryDataLayer(), GetArmorData);
}
}
void GetArmorData()
{
//Find the armor item in the inventory.
m_Armor = InventoryManager.FindItem("fullBodyArmor");
//Get armor's static data.
JsonDetail armorStaticData = m_Armor.definition.GetDetail<JsonDetail>();
//Get armor's description.
if (!armorStaticData.TryGetBuiltInData("description", out m_Description))
{
Debug.LogError("Couldn't find the armor's description.");
}
//Get armor's aura.
if (!armorStaticData.TryGetCustomData("armorAura", out m_Aura))
{
Debug.LogError("Couldn't find the armor's aura data.");
}
}
}