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)
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Variable",
"Load Flowchart",
"Loads a previously saved Flowchart state. The original scene is loaded and the resume block is executed.")]
public class LoadFlowchart : Command
{
[Tooltip("Key for loading the saves data from PlayerPrefs. Supports variable subsitution {$VarName} and will prepend a profile name set using Set Save Profile command.")]
[SerializeField] protected StringData saveKey = new StringData("savedata");
protected SavePointData tempSaveData;
protected virtual string CreateSaveKey()
{
var flowchart = GetFlowchart();
var saveProfile = SetSaveProfile.SaveProfile;
if (saveProfile.Length > 0)
{
return string.Format(saveProfile + "_" + flowchart.SubstituteVariables(saveKey.Value));
}
else
{
return string.Format(flowchart.SubstituteVariables(saveKey.Value));
}
}
protected virtual string LoadJSONData(string key)
{
return PlayerPrefs.GetString(key);
}
protected virtual void LoadSavedState(string jsonData)
{
tempSaveData = JsonUtility.FromJson<SavePointData>(jsonData);
SceneManager.sceneLoaded += OnSceneLoaded;
// Load scene and wait
SceneManager.LoadScene(tempSaveData.sceneName);
}
protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == tempSaveData.sceneName)
{
SavePointData.ResumeSavedState(tempSaveData);
}
SceneManager.sceneLoaded -= OnSceneLoaded;
}
#region Public members
public override void OnEnter()
{
var key = CreateSaveKey();
var jsonData = LoadJSONData(key);
if (jsonData == "")
{
// Save data not found, continue executing block
Continue();
return;
}
LoadSavedState(jsonData);
}
public override string GetSummary()
{
return saveKey.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
}
}