An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
#if UNITY_5_3_OR_NEWER
using UnityEngine.SceneManagement;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Manages the Save History (a list of Save Points) and provides a set of operations for saving and loading games.
/// </summary>
public class SaveManager : MonoBehaviour
{
protected static SaveHistory saveHistory = new SaveHistory();
protected virtual bool ReadSaveHistory(string saveDataKey)
{
var historyData = PlayerPrefs.GetString(saveDataKey);
if (!string.IsNullOrEmpty(historyData))
{
var tempSaveHistory = JsonUtility.FromJson<SaveHistory>(historyData);
if (tempSaveHistory != null)
{
saveHistory = tempSaveHistory;
return true;
}
}
return false;
}
protected virtual bool WriteSaveHistory(string saveDataKey)
{
var historyData = JsonUtility.ToJson(saveHistory, true);
if (!string.IsNullOrEmpty(historyData))
{
PlayerPrefs.SetString(saveDataKey, historyData);
PlayerPrefs.Save();
return true;
}
return false;
}
/// <summary>
/// Starts Block execution based on a Save Point Key
/// The execution order is:
/// 1. Save Point Loaded event handlers with a matching key.
/// 2. First Save Point command (in any Block) with matching key. Execution starts at the following command.
/// 3. Any label in any block with name matching the key. Execution starts at the following command.
/// </summary>
protected virtual void ExecuteBlocks(string savePointKey)
{
// Execute Save Point Loaded event handlers with matching key.
SavePointLoaded.NotifyEventHandlers(savePointKey);
// Execute any block containing a SavePoint command matching the save key, with Resume On Load enabled
var savePoints = Object.FindObjectsOfType<SavePoint>();
for (int i = 0; i < savePoints.Length; i++)
{
var savePoint = savePoints[i];
if (savePoint.ResumeOnLoad &&
string.Compare(savePoint.SavePointKey, savePointKey, true) == 0)
{
int index = savePoint.CommandIndex;
var block = savePoint.ParentBlock;
var flowchart = savePoint.GetFlowchart();
flowchart.ExecuteBlock(block, index + 1);
// Assume there's only one SavePoint using this key
break;
}
}
}
/// <summary>
/// Starts execution at the first Save Point found in the scene with the IsStartPoint property enabled.
/// </summary>
protected virtual void ExecuteStartBlock()
{
// Each scene should have one Save Point with the IsStartPoint property enabled.
// We automatically start execution from this command whenever the scene starts 'normally' (i.e. first play, restart or scene load via the Load Scene command or SceneManager.LoadScene).
var savePoints = Object.FindObjectsOfType<SavePoint>();
for (int i = 0; i < savePoints.Length; i++)
{
var savePoint = savePoints[i];
if (savePoint.IsStartPoint)
{
savePoint.GetFlowchart().ExecuteBlock(savePoint.ParentBlock, savePoint.CommandIndex);
break;
}
}
}
protected virtual void LoadSavedGame(string saveDataKey)
{
if (ReadSaveHistory(saveDataKey))
{
saveHistory.ClearRewoundSavePoints();
saveHistory.LoadLatestSavePoint();
}
}
// Scene loading in Unity is asynchronous so we need to take care to avoid race conditions.
// The following callbacks tell us when a scene has been loaded and when
// a saved game has been loaded. We delay taking action until the next
// frame (via a delegate) so that we know for sure which case we're dealing with.
protected virtual void OnEnable()
{
SaveManagerSignals.OnSavePointLoaded += OnSavePointLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
}
protected virtual void OnDisable()
{
SaveManagerSignals.OnSavePointLoaded -= OnSavePointLoaded;
SceneManager.sceneLoaded -= OnSceneLoaded;
}
protected virtual void OnSavePointLoaded(string savePointKey)
{
var key = savePointKey;
loadAction = () => ExecuteBlocks(key);
}
protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// Ignore additive scene loads
if (mode == LoadSceneMode.Additive)
{
return;
}
// We first assume that this is a 'normal' scene load rather than a saved game being loaded.
// If we subsequently receive a notification that a saved game was loaded then the load action
// set here will be overridden by the OnSavePointLoaded callback above.
if (loadAction == null)
{
loadAction = ExecuteStartBlock;
}
}
protected System.Action loadAction;
protected virtual void Start()
{
// The OnSceneLoaded callback above may not be called for the initial scene load in the game,
// so we call ExecuteStartBlock when the SaveManager starts up too.
if (loadAction == null)
{
loadAction = ExecuteStartBlock;
}
}
protected virtual void Update()
{
// Execute any previously scheduled load action
if (loadAction != null)
{
loadAction();
loadAction = null;
}
}
#region Public members
/// <summary>
/// The scene that should be loaded when restarting a game.
/// </summary>
public string StartScene { get; set; }
/// <summary>
/// Returns the number of Save Points in the Save History.
/// </summary>
public virtual int NumSavePoints { get { return saveHistory.NumSavePoints; } }
/// <summary>
/// Returns the current number of rewound Save Points in the Save History.
/// </summary>
public virtual int NumRewoundSavePoints { get { return saveHistory.NumRewoundSavePoints; } }
/// <summary>
/// Writes the Save History to persistent storage.
/// </summary>
public virtual void Save(string saveDataKey)
{
WriteSaveHistory(saveDataKey);
}
/// <summary>
/// Loads the Save History from persistent storage and loads the latest Save Point.
/// </summary>
public void Load(string saveDataKey)
{
// Set a load action to be executed on next update
var key = saveDataKey;
loadAction = () => LoadSavedGame(key);
}
/// <summary>
/// Deletes a previously stored Save History from persistent storage.
/// </summary>
public void Delete(string saveDataKey)
{
PlayerPrefs.DeleteKey(saveDataKey);
PlayerPrefs.Save();
}
/// <summary>
/// Returns true if save data has previously been stored using this key.
/// </summary>
public bool SaveDataExists(string saveDataKey)
{
return PlayerPrefs.HasKey(saveDataKey);
}
/// <summary>
/// Creates a new Save Point using a key and description, and adds it to the Save History.
/// </summary>
public virtual void AddSavePoint(string savePointKey, string savePointDescription)
{
saveHistory.AddSavePoint(savePointKey, savePointDescription);
SaveManagerSignals.DoSavePointAdded(savePointKey, savePointDescription);
}
/// <summary>
/// Rewinds to the previous Save Point in the Save History and loads that Save Point.
/// </summary>
public virtual void Rewind()
{
if (saveHistory.NumSavePoints > 0)
{
// Rewinding the first save point is not permitted
if (saveHistory.NumSavePoints > 1)
{
saveHistory.Rewind();
}
saveHistory.LoadLatestSavePoint();
}
}
/// <summary>
/// Fast forwards to the next rewound Save Point in the Save History and loads that Save Point.
/// </summary>
public virtual void FastForward()
{
if (saveHistory.NumRewoundSavePoints > 0)
{
saveHistory.FastForward();
saveHistory.LoadLatestSavePoint();
}
}
/// <summary>
/// Deletes all Save Points in the Save History.
/// </summary>
public virtual void ClearHistory()
{
saveHistory.Clear();
}
/// <summary>
/// Returns an info string to help debug issues with the save data.
/// </summary>
/// <returns>The debug info.</returns>
public virtual string GetDebugInfo()
{
return saveHistory.GetDebugInfo();
}
#endregion
}
}
#endif