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;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// A singleton game object which displays a simple UI for the save system.
/// </summary>
public class SaveMenu : MonoBehaviour
{
[Tooltip("The string key used to store save game data in Player Prefs. If you have multiple games defined in the same Unity project, use a unique key for each one.")]
[SerializeField] protected string saveDataKey = FungusConstants.DefaultSaveDataKey;
[Tooltip("Automatically load the most recently saved game on startup")]
[SerializeField] protected bool loadOnStart = true;
[Tooltip("Automatically save game to disk after each Save Point command executes. This also disables the Save and Load menu buttons.")]
[SerializeField] protected bool autoSave = false;
[Tooltip("Delete the save game data from disk when player restarts the game. Useful for testing, but best switched off for release builds.")]
[SerializeField] protected bool restartDeletesSave = false;
[Tooltip("The CanvasGroup containing the save menu buttons")]
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[SerializeField] protected CanvasGroup saveMenuGroup;
[Tooltip("The button which hides / displays the save menu")]
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[SerializeField] protected Button saveMenuButton;
[Tooltip("The button which saves the save history to disk")]
[SerializeField] protected Button saveButton;
[Tooltip("The button which loads the save history from disk")]
[SerializeField] protected Button loadButton;
[Tooltip("The button which rewinds the save history to the previous save point.")]
[SerializeField] protected Button rewindButton;
[Tooltip("The button which fast forwards the save history to the next save point.")]
[SerializeField] protected Button forwardButton;
[Tooltip("The button which restarts the game.")]
[SerializeField] protected Button restartButton;
[Tooltip("A scrollable text field used for debugging the save data. The text field should be disabled in normal use.")]
[SerializeField] protected ScrollRect debugView;
protected static bool saveMenuActive = false;
protected AudioSource clickAudioSource;
protected LTDescr fadeTween;
protected static SaveMenu instance;
protected static bool hasLoadedOnStart = false;
protected virtual void Awake()
{
// Only one instance of SaveMenu may exist
if (instance != null)
{
Destroy(gameObject);
return;
}
instance = this;
if (transform.parent == null)
{
GameObject.DontDestroyOnLoad(this);
}
else
{
Debug.LogError("Save Menu cannot be preserved across scene loads if it is a child of another GameObject.");
}
clickAudioSource = GetComponent<AudioSource>();
}
protected virtual void Start()
{
if (!saveMenuActive)
{
saveMenuGroup.alpha = 0f;
}
var saveManager = FungusManager.Instance.SaveManager;
// Make a note of the current scene. This will be used when restarting the game.
if (string.IsNullOrEmpty(saveManager.StartScene))
{
saveManager.StartScene = SceneManager.GetActiveScene().name;
}
if (loadOnStart && !hasLoadedOnStart)
{
hasLoadedOnStart = true;
if (saveManager.SaveDataExists(saveDataKey))
{
saveManager.Load(saveDataKey);
}
}
}
protected virtual void Update()
{
var saveManager = FungusManager.Instance.SaveManager;
// Hide the Save and Load buttons if autosave is on
bool showSaveAndLoad = !autoSave;
if (saveButton.IsActive() != showSaveAndLoad)
{
saveButton.gameObject.SetActive(showSaveAndLoad);
loadButton.gameObject.SetActive(showSaveAndLoad);
}
if (showSaveAndLoad)
{
if (saveButton != null)
{
// Don't allow saving unless there's at least one save point in the history,
// This avoids the case where you could try to load a save data with 0 save points.
saveButton.interactable = saveManager.NumSavePoints > 0 && saveMenuActive;
}
if (loadButton != null)
{
loadButton.interactable = saveManager.SaveDataExists(saveDataKey) && saveMenuActive;
}
}
if (restartButton != null)
{
restartButton.interactable = saveMenuActive;
}
if (rewindButton != null)
{
rewindButton.interactable = saveManager.NumSavePoints > 0 && saveMenuActive;
}
if (forwardButton != null)
{
forwardButton.interactable = saveManager.NumRewoundSavePoints > 0 && saveMenuActive;
}
if (debugView.enabled)
{
var debugText = debugView.GetComponentInChildren<Text>();
if (debugText != null)
{
debugText.text = saveManager.GetDebugInfo();
}
}
}
protected virtual void OnEnable()
{
SaveManagerSignals.OnSavePointAdded += OnSavePointAdded;
}
protected virtual void OnDisable()
{
SaveManagerSignals.OnSavePointAdded -= OnSavePointAdded;
}
protected virtual void OnSavePointAdded(string savePointKey, string savePointDescription)
{
var saveManager = FungusManager.Instance.SaveManager;
if (autoSave &&
saveManager.NumSavePoints > 0)
{
saveManager.Save(saveDataKey);
}
}
protected void PlayClickSound()
{
if (clickAudioSource != null)
{
clickAudioSource.Play();
}
}
#region Public methods
/// <summary>
/// Gets the string key used to store save game data in Player Prefs.
/// </summary>
public virtual string SaveDataKey { get { return saveDataKey; } }
/// <summary>
/// Toggles the expanded / collapsed state of the save menu.
/// Uses a tween to fade the menu UI in and out.
/// </summary>
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public virtual void ToggleSaveMenu()
{
if (fadeTween != null)
{
LeanTween.cancel(fadeTween.id, true);
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fadeTween = null;
}
if (saveMenuActive)
{
// Switch menu off
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LeanTween.value(saveMenuGroup.gameObject, saveMenuGroup.alpha, 0f, 0.2f)
.setEase(LeanTweenType.easeOutQuint)
.setOnUpdate( (t) => {
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saveMenuGroup.alpha = t;
}).setOnComplete( () => {
saveMenuGroup.alpha = 0f;
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});
}
else
{
// Switch menu on
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LeanTween.value(saveMenuGroup.gameObject, saveMenuGroup.alpha, 1f, 0.2f)
.setEase(LeanTweenType.easeOutQuint)
.setOnUpdate( (t) => {
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saveMenuGroup.alpha = t;
}).setOnComplete( () => {
saveMenuGroup.alpha = 1f;
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});
}
saveMenuActive = !saveMenuActive;
}
/// <summary>
/// Handler function called when the Save button is pressed.
/// </summary>
public virtual void Save()
{
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.NumSavePoints > 0)
{
PlayClickSound();
saveManager.Save(saveDataKey);
}
}
/// <summary>
/// Handler function called when the Load button is pressed.
/// </summary>
public virtual void Load()
{
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.SaveDataExists(saveDataKey))
{
PlayClickSound();
saveManager.Load(saveDataKey);
}
}
/// <summary>
/// Handler function called when the Rewind button is pressed.
/// </summary>
public virtual void Rewind()
{
PlayClickSound();
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.NumSavePoints > 0)
{
saveManager.Rewind();
}
}
/// <summary>
/// Handler function called when the Fast Forward button is pressed.
/// </summary>
public virtual void FastForward()
{
PlayClickSound();
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.NumRewoundSavePoints > 0)
{
saveManager.FastForward();
}
}
/// <summary>
/// Handler function called when the Restart button is pressed.
/// </summary>
public virtual void Restart()
{
var saveManager = FungusManager.Instance.SaveManager;
if (string.IsNullOrEmpty(saveManager.StartScene))
{
Debug.LogError("No start scene specified");
return;
}
PlayClickSound();
// Reset the Save History for a new game
saveManager.ClearHistory();
if (restartDeletesSave)
{
saveManager.Delete(saveDataKey);
}
SaveManagerSignals.DoSaveReset();
SceneManager.LoadScene(saveManager.StartScene);
}
#endregion
}
}
#endif