Christopher
8 years ago
17 changed files with 955 additions and 150 deletions
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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|
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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using System.Collections.Generic; |
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|
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namespace Fungus |
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{ |
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[CommandInfo("Variable", |
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"Load Flowchart", |
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"Loads a previously saved Flowchart state. The original scene is loaded and the resume block is executed.")] |
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public class LoadFlowchart : Command |
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{ |
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[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.")] |
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[SerializeField] protected StringData saveKey = new StringData("savedata"); |
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protected SavePointData tempSaveData; |
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protected virtual string CreateSaveKey() |
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{ |
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var flowchart = GetFlowchart(); |
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var saveProfile = SetSaveProfile.SaveProfile; |
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if (saveProfile.Length > 0) |
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{ |
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return string.Format(saveProfile + "_" + flowchart.SubstituteVariables(saveKey.Value)); |
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} |
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else |
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{ |
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return string.Format(flowchart.SubstituteVariables(saveKey.Value)); |
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} |
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} |
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protected virtual string LoadJSONData(string key) |
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{ |
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return PlayerPrefs.GetString(key); |
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} |
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protected virtual void LoadSavedState(string jsonData) |
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{ |
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tempSaveData = JsonUtility.FromJson<SavePointData>(jsonData); |
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SceneManager.sceneLoaded += OnSceneLoaded; |
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// Load scene and wait |
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SceneManager.LoadScene(tempSaveData.sceneName); |
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} |
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protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode) |
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{ |
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if (scene.name == tempSaveData.sceneName) |
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{ |
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SavePointData.ResumeSavedState(tempSaveData); |
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} |
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SceneManager.sceneLoaded -= OnSceneLoaded; |
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} |
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#region Public members |
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public override void OnEnter() |
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{ |
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var key = CreateSaveKey(); |
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var jsonData = LoadJSONData(key); |
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if (jsonData == "") |
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{ |
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// Save data not found, continue executing block |
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Continue(); |
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return; |
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} |
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LoadSavedState(jsonData); |
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} |
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public override string GetSummary() |
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{ |
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return saveKey.Value; |
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} |
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public override Color GetButtonColor() |
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{ |
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return new Color32(235, 191, 217, 255); |
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} |
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#endregion |
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} |
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} |
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guid: 4bd5b7f5cc3944217aa05a6fa8552baf |
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timeCreated: 1478530280 |
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licenseType: Free |
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@ -0,0 +1,87 @@
|
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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using System.Collections.Generic; |
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namespace Fungus |
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{ |
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[CommandInfo("Variable", |
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"Save Flowchart", |
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"Saves the current Flowchart variable state to be loaded again in future.")] |
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public class SaveFlowchart : Command |
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{ |
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[Tooltip("Key for storing save data in PlayerPrefs. Supports variable subsitution {$VarName} and will prepend a profile name set using Set Save Profile command.")] |
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[SerializeField] protected StringData saveKey = new StringData("savedata"); |
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[SerializeField] protected Block resumeBlock; |
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// Make serialize data extensible (subclassing?) |
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// Save key, use save profile and variable substitution |
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// Store scene name, flowchart name and block name to execute after load |
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// Show link to Block to be executed |
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protected virtual string CreateSaveKey() |
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{ |
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var flowchart = GetFlowchart(); |
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var saveProfile = SetSaveProfile.SaveProfile; |
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if (saveProfile.Length > 0) |
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{ |
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return string.Format(saveProfile + "_" + flowchart.SubstituteVariables(saveKey.Value)); |
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} |
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else |
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{ |
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return string.Format(flowchart.SubstituteVariables(saveKey.Value)); |
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} |
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} |
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protected virtual SavePointData CreateSaveData() |
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{ |
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return SavePointData.Create(GetFlowchart(), resumeBlock.BlockName); |
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} |
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protected virtual void StoreJSONData(string key, string jsonData) |
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{ |
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if (key.Length > 0) |
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{ |
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PlayerPrefs.SetString(key, jsonData); |
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} |
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} |
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#region Public members |
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public override void OnEnter() |
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{ |
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var key = CreateSaveKey(); |
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var saveData = CreateSaveData(); |
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var saveDataJSON = JsonUtility.ToJson(saveData, true); |
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StoreJSONData(key, saveDataJSON); |
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Continue(); |
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} |
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public override string GetSummary() |
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{ |
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return saveKey.Value; |
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} |
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public override Color GetButtonColor() |
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{ |
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return new Color32(235, 191, 217, 255); |
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} |
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public override void GetConnectedBlocks(ref List<Block> connectedBlocks) |
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{ |
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if (resumeBlock != null) |
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{ |
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connectedBlocks.Add(resumeBlock); |
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} |
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} |
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#endregion |
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} |
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} |
@ -1,103 +0,0 @@
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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using System.Collections.Generic; |
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using UnityEngine.SceneManagement; |
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namespace Fungus |
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{ |
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[CommandInfo("Variable", |
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"Save Point", |
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"Saves current Flowchart state.")] |
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public class SavePoint : Command |
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{ |
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[SerializeField] protected string restoreBlock; |
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// Move serialization stuff into a seperate class |
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// Make serialize data extensible (subclassing?) |
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// Save key, use save profile and variable substitution |
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// Store scene name, flowchart name and block name to execute after load |
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// Show link to Block to be executed |
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protected string CreateSaveData() |
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{ |
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var saveData = new SavePointData(); |
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var flowchart = GetFlowchart(); |
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// Store the |
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saveData.sceneName = SceneManager.GetActiveScene().name; |
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saveData.flowchartName = flowchart.name; |
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saveData.blockName = ParentBlock.BlockName; |
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for (int i = 0; i < flowchart.Variables.Count; i++) |
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{ |
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var v = flowchart.Variables[i]; |
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// Save string |
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var stringVariable = v as StringVariable; |
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if (stringVariable != null) |
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{ |
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var d = new StringVar(); |
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d.key = stringVariable.Key; |
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d.value = stringVariable.Value; |
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saveData.stringVars.Add(d); |
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} |
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// Save int |
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var intVariable = v as IntegerVariable; |
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if (intVariable != null) |
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{ |
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var d = new IntVar(); |
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d.key = intVariable.Key; |
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d.value = intVariable.Value; |
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saveData.intVars.Add(d); |
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} |
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// Save float |
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var floatVariable = v as FloatVariable; |
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if (floatVariable != null) |
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{ |
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var d = new FloatVar(); |
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d.key = floatVariable.Key; |
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d.value = floatVariable.Value; |
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saveData.floatVars.Add(d); |
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} |
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// Save bool |
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var boolVariable = v as BooleanVariable; |
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if (boolVariable != null) |
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{ |
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var d = new BoolVar(); |
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d.key = boolVariable.Key; |
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d.value = boolVariable.Value; |
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saveData.boolVars.Add(d); |
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} |
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} |
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return JsonUtility.ToJson(saveData, true); |
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} |
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#region Public members |
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public override void OnEnter() |
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{ |
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var saveJSON = CreateSaveData(); |
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Debug.Log(saveJSON); |
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} |
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public override string GetSummary() |
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{ |
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return ""; |
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} |
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public override Color GetButtonColor() |
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{ |
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return new Color32(235, 191, 217, 255); |
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} |
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#endregion |
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} |
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} |
@ -0,0 +1,44 @@
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEditor; |
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using UnityEngine; |
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using Fungus; |
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namespace Fungus.EditorUtils |
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{ |
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[CustomEditor(typeof(SaveFlowchart))] |
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public class SaveFlowchartEditor : CommandEditor |
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{ |
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protected SerializedProperty saveKeyProp; |
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protected SerializedProperty resumeBlockProp; |
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protected virtual void OnEnable() |
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{ |
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if (NullTargetCheck()) // Check for an orphaned editor instance |
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return; |
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saveKeyProp = serializedObject.FindProperty("saveKey"); |
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resumeBlockProp = serializedObject.FindProperty("resumeBlock"); |
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} |
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public override void DrawCommandGUI() |
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{ |
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var flowchart = FlowchartWindow.GetFlowchart(); |
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if (flowchart == null) |
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{ |
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return; |
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} |
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serializedObject.Update(); |
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EditorGUILayout.PropertyField(saveKeyProp); |
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BlockEditor.BlockField(resumeBlockProp, |
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new GUIContent("Resume Block", "Block to call when save data is loaded again"), |
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new GUIContent("<None>"), |
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flowchart); |
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serializedObject.ApplyModifiedProperties(); |
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} |
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} |
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} |
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Reference in new issue