|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.SceneManagement;
|
|
|
|
|
|
|
|
namespace Fungus
|
|
|
|
{
|
|
|
|
[System.Serializable]
|
|
|
|
public class StringVar
|
|
|
|
{
|
|
|
|
public string key;
|
|
|
|
public string value;
|
|
|
|
}
|
|
|
|
|
|
|
|
[System.Serializable]
|
|
|
|
public class IntVar
|
|
|
|
{
|
|
|
|
public string key;
|
|
|
|
public int value;
|
|
|
|
}
|
|
|
|
|
|
|
|
[System.Serializable]
|
|
|
|
public class FloatVar
|
|
|
|
{
|
|
|
|
public string key;
|
|
|
|
public float value;
|
|
|
|
}
|
|
|
|
|
|
|
|
[System.Serializable]
|
|
|
|
public class BoolVar
|
|
|
|
{
|
|
|
|
public string key;
|
|
|
|
public bool value;
|
|
|
|
}
|
|
|
|
|
|
|
|
[System.Serializable]
|
|
|
|
public class SavePointData
|
|
|
|
{
|
|
|
|
public string sceneName;
|
|
|
|
public string flowchartName;
|
|
|
|
public string resumeBlockName;
|
|
|
|
|
|
|
|
public List<StringVar> stringVars = new List<StringVar>();
|
|
|
|
public List<IntVar> intVars = new List<IntVar>();
|
|
|
|
public List<FloatVar> floatVars = new List<FloatVar>();
|
|
|
|
public List<BoolVar> boolVars = new List<BoolVar>();
|
|
|
|
|
|
|
|
public static void ResumeSavedState(SavePointData saveData)
|
|
|
|
{
|
|
|
|
var go = GameObject.Find(saveData.flowchartName);
|
|
|
|
if (go == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var flowchart = go.GetComponent<Flowchart>();
|
|
|
|
if (flowchart == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < saveData.boolVars.Count; i++)
|
|
|
|
{
|
|
|
|
var boolVar = saveData.boolVars[i];
|
|
|
|
flowchart.SetBooleanVariable(boolVar.key, boolVar.value);
|
|
|
|
}
|
|
|
|
for (int i = 0; i < saveData.intVars.Count; i++)
|
|
|
|
{
|
|
|
|
var intVar = saveData.intVars[i];
|
|
|
|
flowchart.SetIntegerVariable(intVar.key, intVar.value);
|
|
|
|
}
|
|
|
|
for (int i = 0; i < saveData.floatVars.Count; i++)
|
|
|
|
{
|
|
|
|
var floatVar = saveData.floatVars[i];
|
|
|
|
flowchart.SetFloatVariable(floatVar.key, floatVar.value);
|
|
|
|
}
|
|
|
|
for (int i = 0; i < saveData.stringVars.Count; i++)
|
|
|
|
{
|
|
|
|
var stringVar = saveData.stringVars[i];
|
|
|
|
flowchart.SetStringVariable(stringVar.key, stringVar.value);
|
|
|
|
}
|
|
|
|
|
|
|
|
flowchart.ExecuteBlock(saveData.resumeBlockName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|