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;
namespace Fungus
{
[CommandInfo("Flow",
"Save Point",
"Creates a Save Point and adds it to the Save History. The player can save the Save History to peristent storage and load it again later using the Save Menu.")]
public class SavePoint : Command
{
/// <summary>
/// Supported modes for specifying a Save Point Key.
/// </summary>
public enum KeyMode
{
/// <summary> Use the parent Block's name as the Save Point Key. N.B. If you change the Block name later it will break the save file!</summary>
UseBlockName,
/// <summary> Use a custom string for the key. This allows you to use multiple Save Points in the same block and save files will still work if the Block is renamed later. </summary>
Custom
}
/// <summary>
/// Supported modes for specifying a Save Point Description.
/// </summary>
public enum DescriptionMode
{
/// <summary> Uses the current date and time as the save point description.</summary>
Timestamp,
/// <summary> Use a custom string for the save point description.</summary>
Custom
}
[Tooltip("Marks this Save Point as the starting point for Flowchart execution in the scene. Each scene in your game should have exactly one Save Point with this enabled.")]
[SerializeField] protected bool isStartPoint = false;
[Tooltip("How the Save Point Key for this Save Point is defined.")]
[SerializeField] protected KeyMode keyMode = KeyMode.UseBlockName;
[Tooltip("A string key which uniquely identifies this save point.")]
[SerializeField] protected string customKey = "";
[Tooltip("How the description for this Save Point is defined.")]
[SerializeField] protected DescriptionMode descriptionMode = DescriptionMode.Timestamp;
[Tooltip("A short description of this save point.")]
[SerializeField] protected string customDescription;
[Tooltip("Fire a Save Point Loaded event when this command executes.")]
[SerializeField] protected bool fireEvent = true;
[Tooltip("Resume execution from this location after loading this Save Point.")]
[SerializeField] protected bool resumeOnLoad = true;
#region Public members
/// <summary>
/// Marks this Save Point as the starting point for Flowchart execution in the scene. Each scene in your game should have exactly one Save Point with this enabled.
/// </summary>
public bool IsStartPoint { get { return isStartPoint; } set { isStartPoint = value; } }
/// <summary>
/// Gets a string key which uniquely identifies this Save Point.
/// </summary>
public string SavePointKey
{
get
{
if (keyMode == KeyMode.UseBlockName)
{
return ParentBlock.BlockName;
}
else
{
return customKey;
}
}
}
/// <summary>
/// Gets the save point description.
/// </summary>
public string SavePointDescription
{
get
{
if (descriptionMode == DescriptionMode.Timestamp)
{
return System.DateTime.UtcNow.ToString("HH:mm dd MMMM, yyyy");
}
else
{
return customDescription;
}
}
}
/// <summary>
/// Resume execution from this location after loading this Save Point.
/// </summary>
public bool ResumeOnLoad { get { return resumeOnLoad; } }
public override void OnEnter()
{
var saveManager = FungusManager.Instance.SaveManager;
saveManager.AddSavePoint(SavePointKey, SavePointDescription);
if (fireEvent)
{
SavePointLoaded.NotifyEventHandlers(SavePointKey);
}
Continue();
}
public override string GetSummary()
{
if (keyMode == KeyMode.UseBlockName)
{
return "key: <Block Name>";
}
return "key: " + customKey;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool IsPropertyVisible(string propertyName)
{
if (propertyName == "customKey" &&
keyMode != KeyMode.Custom)
{
return false;
}
if (propertyName == "customDescription" &&
descriptionMode != DescriptionMode.Custom)
{
return false;
}
return true;
}
#endregion
}
}
#endif