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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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#if UNITY_5_3_OR_NEWER
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.Events;
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namespace Fungus
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{
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/// <summary>
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/// Serializable container for a Save Point's data.
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/// All data is stored as strings, and the only concrete game class it depends on is the SaveData component.
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/// </summary>
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[System.Serializable]
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public class SavePointData
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{
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[SerializeField] protected string savePointKey;
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[SerializeField] protected string savePointDescription;
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[SerializeField] protected string sceneName;
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[SerializeField] protected List<SaveDataItem> saveDataItems = new List<SaveDataItem>();
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protected static SavePointData Create(string _savePointKey, string _savePointDescription, string _sceneName)
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{
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var savePointData = new SavePointData();
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savePointData.savePointKey = _savePointKey;
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savePointData.savePointDescription = _savePointDescription;
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savePointData.sceneName = _sceneName;
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return savePointData;
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}
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#region Public methods
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/// <summary>
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/// Gets or sets the unique key for the Save Point.
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/// </summary>
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public string SavePointKey { get { return savePointKey; } set { savePointKey = value; } }
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/// <summary>
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/// Gets or sets the description for the Save Point.
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/// </summary>
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public string SavePointDescription { get { return savePointDescription; } set { savePointDescription = value; } }
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/// <summary>
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/// Gets or sets the scene name associated with the Save Point.
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/// </summary>
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public string SceneName { get { return sceneName; } set { sceneName = value; } }
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/// <summary>
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/// Gets the list of save data items.
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/// </summary>
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/// <value>The save data items.</value>
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public List<SaveDataItem> SaveDataItems { get { return saveDataItems; } }
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/// <summary>
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/// Encodes a new Save Point to data and converts it to JSON text format.
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/// </summary>
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public static string Encode(string _savePointKey, string _savePointDescription, string _sceneName)
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{
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var savePointData = Create(_savePointKey, _savePointDescription, _sceneName);
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// Look for a SaveData component in the scene to populate the save data items.
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var saveData = GameObject.FindObjectOfType<SaveData>();
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if (saveData != null)
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{
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saveData.Encode(savePointData.SaveDataItems);
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}
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return JsonUtility.ToJson(savePointData, true);
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}
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/// <summary>
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/// Decodes a Save Point from JSON text format and loads it.
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/// </summary>
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public static void Decode(string saveDataJSON)
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{
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var savePointData = JsonUtility.FromJson<SavePointData>(saveDataJSON);
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UnityAction<Scene, LoadSceneMode> onSceneLoadedAction = null;
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onSceneLoadedAction = (scene, mode) => {
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// Additive scene loads and non-matching scene loads could happen if the client is using the
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// SceneManager directly. We just ignore these events and hope they know what they're doing!
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if (mode == LoadSceneMode.Additive ||
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scene.name != savePointData.SceneName)
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{
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return;
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}
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SceneManager.sceneLoaded -= onSceneLoadedAction;
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// Look for a SaveData component in the scene to process the save data items.
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var saveData = GameObject.FindObjectOfType<SaveData>();
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if (saveData != null)
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{
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saveData.Decode(savePointData.SaveDataItems);
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}
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SaveManagerSignals.DoSavePointLoaded(savePointData.savePointKey);
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};
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SceneManager.sceneLoaded += onSceneLoadedAction;
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SceneManager.LoadScene(savePointData.SceneName);
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}
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#endregion
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}
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}
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#endif
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