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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 UnityEngine;
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using System.Collections.Generic;
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namespace Fungus
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{
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/// <summary>
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/// This component encodes and decodes a list of game objects to be saved for each Save Point.
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/// It knows how to encode / decode concrete game classes like Flowchart and FlowchartData.
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/// To extend the save system to handle other data types, just modify or subclass this component.
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/// </summary>
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public class SaveData : MonoBehaviour
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{
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protected const string FlowchartDataKey = "FlowchartData";
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[Tooltip("A list of Flowchart objects whose variables will be encoded in the save data. Boolean, Integer, Float and String variables are supported.")]
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[SerializeField] protected List<Flowchart> flowcharts = new List<Flowchart>();
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#region Public methods
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/// <summary>
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/// Encodes the objects to be saved as a list of SaveDataItems.
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/// </summary
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public virtual void Encode(List<SaveDataItem> saveDataItems)
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{
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for (int i = 0; i < flowcharts.Count; i++)
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{
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var flowchart = flowcharts[i];
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var flowchartData = FlowchartData.Encode(flowchart);
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var saveDataItem = SaveDataItem.Create(FlowchartDataKey, JsonUtility.ToJson(flowchartData));
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saveDataItems.Add(saveDataItem);
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}
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}
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/// <summary>
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/// Decodes the loaded list of SaveDataItems to restore the saved game state.
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/// </summary>
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public virtual void Decode(List<SaveDataItem> saveDataItems)
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{
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for (int i = 0; i < saveDataItems.Count; i++)
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{
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var saveDataItem = saveDataItems[i];
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if (saveDataItem == null)
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{
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continue;
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}
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if (saveDataItem.DataType == FlowchartDataKey)
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{
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var flowchartData = JsonUtility.FromJson<FlowchartData>(saveDataItem.Data);
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if (flowchartData == null)
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{
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Debug.LogError("Failed to decode Flowchart save data item");
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return;
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}
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FlowchartData.Decode(flowchartData);
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}
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}
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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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