An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Fungus
{
public class SaveGameHelper : MonoBehaviour
{
const string SaveDataKey = "save_data";
const string NewGameSavePointKey = "new_game";
[SerializeField] protected string startScene = "";
[SerializeField] protected bool autoStartGame = true;
[SerializeField] protected bool restartDeletesSave = false;
[SerializeField] protected Button saveButton;
[SerializeField] protected Button loadButton;
[SerializeField] protected Button rewindButton;
[SerializeField] protected Button restartButton;
[SerializeField] protected SaveGameObjects saveGameObjects = new SaveGameObjects();
protected AudioSource clickAudioSource;
protected virtual void Awake()
{
clickAudioSource = GetComponent<AudioSource>();
}
protected virtual void Start()
{
var saveManager = FungusManager.Instance.SaveManager;
if (autoStartGame &&
saveManager.NumSavePoints == 0)
{
SavePointLoaded.NotifyEventHandlers(NewGameSavePointKey);
}
CheckSavePointKeys();
}
protected virtual void Update()
{
var saveManager = FungusManager.Instance.SaveManager;
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;
}
if (loadButton != null)
{
loadButton.interactable = saveManager.SaveDataExists(SaveDataKey);
}
if (rewindButton != null)
{
rewindButton.interactable = saveManager.NumSavePoints > 1;
}
}
protected void CheckSavePointKeys()
{
List<string> keys = new List<string>();
var savePoints = GameObject.FindObjectsOfType<SavePoint>();
foreach (var savePoint in savePoints)
{
if (string.IsNullOrEmpty(savePoint.SavePointKey))
{
continue;
}
if (keys.Contains(savePoint.SavePointKey))
{
Debug.LogError("Save Point Key " + savePoint.SavePointKey + " is defined multiple times.");
}
else
{
keys.Add(savePoint.SavePointKey);
}
}
}
protected void PlayClickSound()
{
if (clickAudioSource != null)
{
clickAudioSource.Play();
}
}
#region Public methods
public SaveGameObjects SaveGameObjects { get { return saveGameObjects; } }
public virtual void Save()
{
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.NumSavePoints > 0)
{
PlayClickSound();
saveManager.Save(SaveDataKey);
}
}
public virtual void Load()
{
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.SaveDataExists(SaveDataKey))
{
PlayClickSound();
saveManager.Load(SaveDataKey);
}
}
public virtual void Rewind()
{
PlayClickSound();
var saveManager = FungusManager.Instance.SaveManager;
if (saveManager.NumSavePoints > 1)
{
saveManager.Rewind();
}
}
public virtual void Restart()
{
if (string.IsNullOrEmpty(startScene))
{
Debug.LogError("No start scene specified");
return;
}
var saveManager = FungusManager.Instance.SaveManager;
PlayClickSound();
saveManager.ClearHistory();
if (restartDeletesSave)
{
saveManager.Delete(SaveDataKey);
}
SceneManager.LoadScene(startScene);
}
public virtual void LoadScene(string sceneName)
{
PlayClickSound();
SceneManager.LoadScene(sceneName);
}
#endregion
}
}