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Updated SaveSystem

master
Christopher 8 years ago
parent
commit
0c84493c0e
  1. 4
      Assets/Fungus/Scripts/Commands/Menu.cs
  2. 91
      Assets/Fungus/Scripts/Commands/SaveFlowchart.cs
  3. 7
      Assets/Fungus/Scripts/Components/FungusManager.cs
  4. 34
      Assets/Fungus/Scripts/Components/SaveHelper.cs
  5. 12
      Assets/Fungus/Scripts/Components/SaveHelper.cs.meta
  6. 194
      Assets/Fungus/Scripts/Components/SaveManager.cs
  7. 12
      Assets/Fungus/Scripts/Components/SaveManager.cs.meta
  8. 6
      Assets/Fungus/Scripts/Editor/SaveFlowchartEditor.cs
  9. 57
      Assets/Fungus/Scripts/Utils/SavePointData.cs
  10. 9
      Assets/FungusExamples/SaveGame.meta
  11. 1010
      Assets/FungusExamples/SaveGame/Menu.unity
  12. 8
      Assets/FungusExamples/SaveGame/Menu.unity.meta
  13. 976
      Assets/FungusExamples/SaveGame/SceneA.unity
  14. 8
      Assets/FungusExamples/SaveGame/SceneA.unity.meta

4
Assets/Fungus/Scripts/Commands/Menu.cs

@ -35,7 +35,9 @@ namespace Fungus
[Tooltip("A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.")]
[SerializeField] protected MenuDialog setMenuDialog;
#region Public member
#region Public members
public MenuDialog SetMenuDialog { get { return setMenuDialog; } set { setMenuDialog = value; } }
public override void OnEnter()
{

91
Assets/Fungus/Scripts/Commands/SaveFlowchart.cs

@ -7,72 +7,45 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Variable",
"Save Flowchart",
"Saves the current Flowchart variable state to be loaded again in future.")]
public class SaveFlowchart : Command
{
[Tooltip("Key for storing save data in PlayerPrefs. Supports variable subsitution {$VarName} and will prepend a profile name set using Set Save Profile command.")]
[SerializeField] protected StringData saveKey = new StringData("savedata");
[CommandInfo("Variable",
"Save Flowchart",
"Saves the current Flowchart variable state to be loaded again in future.")]
public class SaveFlowchart : Command
{
[SerializeField] protected Block resumeBlock;
[SerializeField] protected Block resumeBlock;
[SerializeField] protected bool saveImmediately;
// Make serialize data extensible (subclassing?)
// Save key, use save profile and variable substitution
// Store scene name, flowchart name and block name to execute after load
// Show link to Block to be executed
#region Public members
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 SavePointData CreateSaveData()
{
return SavePointData.Create(GetFlowchart(), resumeBlock.BlockName);
}
protected virtual void StoreJSONData(string key, string jsonData)
{
if (key.Length > 0)
{
PlayerPrefs.SetString(key, jsonData);
}
}
#region Public members
public override void OnEnter()
{
var saveManager = FungusManager.Instance.SaveManager;
public override void OnEnter()
{
var key = CreateSaveKey();
saveManager.PopulateSaveBuffer(GetFlowchart(), resumeBlock.name);
var saveData = CreateSaveData();
var saveDataJSON = JsonUtility.ToJson(saveData, true);
if (saveImmediately)
{
saveManager.Save();
}
StoreJSONData(key, saveDataJSON);
Continue();
}
Continue();
}
public override string GetSummary()
{
if (resumeBlock == null)
{
return "Error: No resume block set";
}
public override string GetSummary()
{
return saveKey.Value;
}
return resumeBlock.BlockName;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
{
@ -82,6 +55,6 @@ namespace Fungus
}
}
#endregion
}
#endregion
}
}

7
Assets/Fungus/Scripts/Components/FungusManager.cs

@ -8,6 +8,7 @@ namespace Fungus
/// </summary>
[RequireComponent(typeof(CameraManager))]
[RequireComponent(typeof(MusicManager))]
[RequireComponent(typeof(SaveManager))]
public sealed class FungusManager : MonoBehaviour
{
static FungusManager instance;
@ -18,6 +19,7 @@ namespace Fungus
{
CameraManager = GetComponent<CameraManager>();
MusicManager = GetComponent<MusicManager>();
SaveManager = GetComponent<SaveManager>();
}
/// <summary>
@ -45,6 +47,11 @@ namespace Fungus
/// </summary>
public MusicManager MusicManager { get; private set; }
/// <summary>
/// Gets the save manager singleton instance.
/// </summary>
public SaveManager SaveManager { get; private set; }
/// <summary>
/// Gets the FungusManager singleton instance.
/// </summary>

34
Assets/Fungus/Scripts/Components/SaveHelper.cs

@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
namespace Fungus
{
public class SaveHelper : MonoBehaviour
{
[SerializeField] protected string startScene = "";
public virtual void Load(int slot)
{
var saveManager = FungusManager.Instance.SaveManager;
saveManager.Load(slot, startScene);
}
public virtual void Save()
{
var saveManager = FungusManager.Instance.SaveManager;
saveManager.Save();
}
public virtual void Delete(int slot)
{
var saveManager = FungusManager.Instance.SaveManager;
saveManager.Delete(slot);
}
public virtual void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}
}

12
Assets/Fungus/Scripts/Components/SaveHelper.cs.meta

@ -0,0 +1,12 @@
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guid: abe25ebf9ddc8416ead6f30d4671fdbf
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licenseType: Free
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194
Assets/Fungus/Scripts/Components/SaveManager.cs

@ -0,0 +1,194 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Fungus
{
public class SaveManager : MonoBehaviour
{
const string ActiveSlotKey = "active_slot";
const string SlotKeyFormat = "slot{0}";
// Make serialize data extensible (subclassing?)
// Save key, use save profile and variable substitution
// Store scene name, flowchart name and block name to execute after load
// Show link to Block to be executed
// Handle New Save Slot case: Scene to load?
// Save command stores data in SaveManager for writing later
// If SaveImmediately is selected then save it straight away (SaveGame command)
// If not selected, then Save when a Save button is pressed
// Select / Load button - set active slot (in playerprefs) and load the state
// Get list of saved games
// Delete Save Game
// Rename SaveFlowchart to SaveGame
protected string saveBuffer = "";
protected static SaveManager instance;
protected virtual void Awake()
{
instance = this;
}
protected virtual string FormatSaveKey(int slot)
{
return string.Format(SlotKeyFormat, slot);
}
protected virtual bool LoadNewGame(string key, string startScene)
{
if (PlayerPrefs.HasKey(key) &&
PlayerPrefs.GetString(key) != "")
{
return false;
}
// Create a new save entry
PlayerPrefs.SetString(key, "");
// Load the start scene
SceneManager.LoadScene(startScene);
return true;
}
protected virtual string CreateSaveData(Flowchart flowchart, string resumeBlockName)
{
var saveData = new SavePointData();
// Store the scene, flowchart and block to execute on resume
saveData.sceneName = SceneManager.GetActiveScene().name;
saveData.flowchartName = flowchart.name;
saveData.resumeBlockName = resumeBlockName;
for (int i = 0; i < flowchart.Variables.Count; i++)
{
var v = flowchart.Variables[i];
// Save string
var stringVariable = v as StringVariable;
if (stringVariable != null)
{
var d = new StringVar();
d.key = stringVariable.Key;
d.value = stringVariable.Value;
saveData.stringVars.Add(d);
}
// Save int
var intVariable = v as IntegerVariable;
if (intVariable != null)
{
var d = new IntVar();
d.key = intVariable.Key;
d.value = intVariable.Value;
saveData.intVars.Add(d);
}
// Save float
var floatVariable = v as FloatVariable;
if (floatVariable != null)
{
var d = new FloatVar();
d.key = floatVariable.Key;
d.value = floatVariable.Value;
saveData.floatVars.Add(d);
}
// Save bool
var boolVariable = v as BooleanVariable;
if (boolVariable != null)
{
var d = new BoolVar();
d.key = boolVariable.Key;
d.value = boolVariable.Value;
saveData.boolVars.Add(d);
}
}
return JsonUtility.ToJson(saveData, true);
}
protected virtual void StoreJSONData(string key, string jsonData)
{
if (key.Length > 0)
{
PlayerPrefs.SetString(key, jsonData);
}
}
#region Public members
public static SaveManager Instance { get { return instance; } }
public virtual int ActiveSlot
{
get
{
return PlayerPrefs.GetInt(ActiveSlotKey);
}
set
{
PlayerPrefs.SetInt(ActiveSlotKey, value);
}
}
public virtual void Save()
{
if (saveBuffer == "")
{
// Nothing to save
return;
}
var key = FormatSaveKey(ActiveSlot);
PlayerPrefs.SetString(key, saveBuffer);
saveBuffer = "";
}
public virtual void Load(int slot, string startScene = "")
{
ActiveSlot = slot;
var key = FormatSaveKey(slot);
if (LoadNewGame(key, startScene))
{
return;
}
// Load JSON data for active slot
// Convert to SavePointData
// Load scene
// Populate variables
// Execute Block and Label
}
public virtual void Delete(int slot)
{
var key = FormatSaveKey(slot);
PlayerPrefs.DeleteKey(key);
}
public virtual void PopulateSaveBuffer(Flowchart flowchart, string resumeBlockName)
{
var block = flowchart.GetBlock("BlockName");
foreach (var command in block.CommandList)
{
if (command is Menu)
{
}
}
saveBuffer = CreateSaveData(flowchart, resumeBlockName);
}
#endregion
}
}

12
Assets/Fungus/Scripts/Components/SaveManager.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 7cbb6770b607545c4909850d54df3979
timeCreated: 1478861365
licenseType: Free
MonoImporter:
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6
Assets/Fungus/Scripts/Editor/SaveFlowchartEditor.cs

@ -10,16 +10,16 @@ namespace Fungus.EditorUtils
[CustomEditor(typeof(SaveFlowchart))]
public class SaveFlowchartEditor : CommandEditor
{
protected SerializedProperty saveKeyProp;
protected SerializedProperty resumeBlockProp;
protected SerializedProperty saveImmediatelyProp;
protected virtual void OnEnable()
{
if (NullTargetCheck()) // Check for an orphaned editor instance
return;
saveKeyProp = serializedObject.FindProperty("saveKey");
resumeBlockProp = serializedObject.FindProperty("resumeBlock");
saveImmediatelyProp = serializedObject.FindProperty("saveImmediately");
}
public override void DrawCommandGUI()
@ -32,11 +32,11 @@ namespace Fungus.EditorUtils
serializedObject.Update();
EditorGUILayout.PropertyField(saveKeyProp);
BlockEditor.BlockField(resumeBlockProp,
new GUIContent("Resume Block", "Block to call when save data is loaded again"),
new GUIContent("<None>"),
flowchart);
EditorGUILayout.PropertyField(saveImmediatelyProp);
serializedObject.ApplyModifiedProperties();
}

57
Assets/Fungus/Scripts/Utils/SavePointData.cs

@ -44,63 +44,6 @@ namespace Fungus
public List<FloatVar> floatVars = new List<FloatVar>();
public List<BoolVar> boolVars = new List<BoolVar>();
public static SavePointData Create(Flowchart flowchart, string resumeBlockName)
{
var saveData = new SavePointData();
// Store the scene, flowchart and block to execute on resume
saveData.sceneName = SceneManager.GetActiveScene().name;
saveData.flowchartName = flowchart.name;
saveData.resumeBlockName = resumeBlockName;
for (int i = 0; i < flowchart.Variables.Count; i++)
{
var v = flowchart.Variables[i];
// Save string
var stringVariable = v as StringVariable;
if (stringVariable != null)
{
var d = new StringVar();
d.key = stringVariable.Key;
d.value = stringVariable.Value;
saveData.stringVars.Add(d);
}
// Save int
var intVariable = v as IntegerVariable;
if (intVariable != null)
{
var d = new IntVar();
d.key = intVariable.Key;
d.value = intVariable.Value;
saveData.intVars.Add(d);
}
// Save float
var floatVariable = v as FloatVariable;
if (floatVariable != null)
{
var d = new FloatVar();
d.key = floatVariable.Key;
d.value = floatVariable.Value;
saveData.floatVars.Add(d);
}
// Save bool
var boolVariable = v as BooleanVariable;
if (boolVariable != null)
{
var d = new BoolVar();
d.key = boolVariable.Key;
d.value = boolVariable.Value;
saveData.boolVars.Add(d);
}
}
return saveData;
}
public static void ResumeSavedState(SavePointData saveData)
{
var go = GameObject.Find(saveData.flowchartName);

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