using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
///
/// 地图自定义标记管理器(架构 15_MapShopModule §1.5)。
/// 实现 ISaveable,通过 SaveManager 持久化玩家地图标记。
/// MapPin/PinType 数据类定义在 SaveData.cs(BaseGames.Core.Save)中,避免循环依赖。
///
public class MapPinManager : MonoBehaviour, ISaveable
{
private List _pins = new();
public IReadOnlyList Pins => _pins;
private void OnEnable() => ServiceLocator.GetOrDefault()?.Register(this);
private void OnDisable() => ServiceLocator.GetOrDefault()?.Unregister(this);
// ── 公共 API ──────────────────────────────────────────────────────────
public void AddPin(MapPin pin)
{
if (pin != null) _pins.Add(pin);
}
public void RemovePin(MapPin pin) => _pins.Remove(pin);
/// 便捷方法:用枚举类型创建并添加标记。
public MapPin CreatePin(string roomId, float normX, float normY,
PinType type = PinType.Marker, string note = "")
{
var pin = new MapPin
{
RoomId = roomId,
NormalizedPosX = normX,
NormalizedPosY = normY,
PinTypeInt = (int)type,
Note = note,
};
AddPin(pin);
return pin;
}
// ── ISaveable ─────────────────────────────────────────────────────────
public void OnSave(SaveData data) => data.Map.Pins = _pins;
public void OnLoad(SaveData data) => _pins = data.Map.Pins ?? new List();
}
}