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Updated comments for Save System.

master
Christopher 8 years ago
parent
commit
8081e43f5c
  1. 19
      Assets/Fungus/Scripts/Commands/SavePoint.cs
  2. 34
      Assets/Fungus/Scripts/Components/SaveManager.cs
  3. 39
      Assets/Fungus/Scripts/Components/SaveMenu.cs
  4. 10
      Assets/Fungus/Scripts/Components/SavedObjects.cs
  5. 4
      Assets/Fungus/Scripts/Components/SavedObjects.cs.meta
  6. 9
      Assets/Fungus/Scripts/SavePoints.meta
  7. 41
      Assets/Fungus/Scripts/Utils/FlowchartData.cs
  8. 0
      Assets/Fungus/Scripts/Utils/FlowchartData.cs.meta
  9. 29
      Assets/Fungus/Scripts/Utils/SaveHistory.cs
  10. 0
      Assets/Fungus/Scripts/Utils/SaveHistory.cs.meta
  11. 26
      Assets/Fungus/Scripts/Utils/SavePointData.cs
  12. 0
      Assets/Fungus/Scripts/Utils/SavePointData.cs.meta
  13. 438
      Assets/FungusExamples/SaveGame/SaveExample.unity
  14. 178
      Assets/FungusExamples/SaveGame/SaveMenu.prefab
  15. 54
      Assets/FungusExamples/SaveGame/SavedObjects.prefab
  16. 8
      Assets/FungusExamples/SaveGame/SavedObjects.prefab.meta
  17. 9
      Assets/UnityTestTools/IntegrationTestsFramework/Libs.meta
  18. BIN
      Assets/UnityTestTools/IntegrationTestsFramework/Libs/Mono.Cecil.Mdb.dll
  19. 24
      Assets/UnityTestTools/IntegrationTestsFramework/Libs/Mono.Cecil.Mdb.dll.meta
  20. BIN
      Assets/UnityTestTools/IntegrationTestsFramework/Libs/Mono.Cecil.dll
  21. 24
      Assets/UnityTestTools/IntegrationTestsFramework/Libs/Mono.Cecil.dll.meta
  22. 4
      Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/GuiHelper.cs
  23. 24
      ProjectSettings/GraphicsSettings.asset
  24. 3
      ProjectSettings/ProjectVersion.txt
  25. 11
      ProjectSettings/UnityAdsSettings.asset
  26. 15
      ProjectSettings/UnityConnectSettings.asset

19
Assets/Fungus/Scripts/Commands/SavePoint.cs

@ -2,26 +2,33 @@
// 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",
[CommandInfo("Flow",
"Save Point",
"Creates a save point which can be saved to persistant storage and loaded again later.")]
public class SavePoint : Command
{
[Tooltip("A string key which identifies this save point. Must be unique in this scene.")]
[SerializeField] protected string savePointKey;
[SerializeField] protected string savePointDescription;
[Tooltip("A short description of this save point.")]
[SerializeField] protected StringData savePointDescription;
[Tooltip("Resume execution from this command after loading a save point.")]
[SerializeField] protected bool resumeFromHere = true;
#region Public members
/// <summary>
/// A string key which identifies this save point. Must be unique in this scene.
/// </summary>
public string SavePointKey { get { return savePointKey; } }
/// <summary>
/// Resume execution from this command after loading a save point.
/// </summary>
public bool ResumeFromHere { get { return resumeFromHere; } }
public override void OnEnter()
@ -34,7 +41,7 @@ namespace Fungus
var saveManager = FungusManager.Instance.SaveManager;
saveManager.AddSavePoint(savePointKey, savePointDescription);
saveManager.AddSavePoint(savePointKey, savePointDescription.Value);
Continue();
}
@ -46,7 +53,7 @@ namespace Fungus
return "Error: Save Point Key not specified";
}
return savePointKey + " : " + savePointDescription;
return savePointKey + " : " + savePointDescription.Value;
}
public override Color GetButtonColor()

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

@ -1,8 +1,10 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// Manages the Save History (a list of Save Points).
/// </summary>
public class SaveManager : MonoBehaviour
{
protected static SaveHistory saveHistory = new SaveHistory();
@ -38,10 +40,19 @@ namespace Fungus
#region Public members
/// <summary>
/// Returns the number of Save Points in the Save History.
/// </summary>
public virtual int NumSavePoints { get { return saveHistory.NumSavePoints; } }
/// <summary>
/// Returns the current number of rewound Save Points in the Save History.
/// </summary>
public virtual int NumRewoundSavePoints { get { return saveHistory.NumRewoundSavePoints; } }
/// <summary>
/// Writes the Save History to persistent storage.
/// </summary>
public virtual void Save(string saveDataKey)
{
WriteSaveHistory(saveDataKey);
@ -49,6 +60,9 @@ namespace Fungus
SaveManagerSignals.DoGameSaved(saveDataKey);
}
/// <summary>
/// Loads the Save History from persistent storage.
/// </summary>
public void Load(string saveDataKey)
{
if (ReadSaveHistory(saveDataKey))
@ -60,17 +74,26 @@ namespace Fungus
}
}
/// <summary>
/// Deletes a previously stored Save History from persistent storage.
/// </summary>
public void Delete(string saveDataKey)
{
PlayerPrefs.DeleteKey(saveDataKey);
PlayerPrefs.Save();
}
/// <summary>
/// Returns true if save data has previously been stored using this key.
/// </summary>
public bool SaveDataExists(string saveDataKey)
{
return PlayerPrefs.HasKey(saveDataKey);
}
/// <summary>
/// Creates a new Save Point using a key and description, and adds it to the Save History.
/// </summary>
public virtual void AddSavePoint(string savePointKey, string savePointDescription)
{
saveHistory.AddSavePoint(savePointKey, savePointDescription);
@ -78,6 +101,9 @@ namespace Fungus
SaveManagerSignals.DoSavePointAdded(savePointKey, savePointDescription);
}
/// <summary>
/// Rewinds to the previous Save Point in the Save History and loads that Save Point.
/// </summary>
public virtual void Rewind()
{
if (saveHistory.NumSavePoints > 0)
@ -87,6 +113,9 @@ namespace Fungus
}
}
/// <summary>
/// Fast forwards to the next rewound Save Point in the Save History and loads that Save Point.
/// </summary>
public virtual void FastForward()
{
if (saveHistory.NumRewoundSavePoints > 0)
@ -96,6 +125,9 @@ namespace Fungus
}
}
/// <summary>
/// Deletes all Save Points in the Save History.
/// </summary>
public virtual void ClearHistory()
{
saveHistory.Clear();

39
Assets/Fungus/Scripts/Components/SaveMenu.cs

@ -1,33 +1,44 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// A singleton game object which displays a simple UI for the save system.
/// </summary>
public class SaveMenu : MonoBehaviour
{
const string SaveDataKey = "save_data";
const string NewGameSavePointKey = "new_game";
[Tooltip("On scene start, execute any Save Point Loaded event handlers which have the 'new_game' key")]
[SerializeField] protected bool autoStartGame = true;
[Tooltip("Delete the save game data from disk when player restarts the game. Useful for testing, but best switched off for release builds.")]
[SerializeField] protected bool restartDeletesSave = false;
[Tooltip("The CanvasGroup containing the save menu buttons")]
[SerializeField] protected CanvasGroup saveMenuGroup;
[Tooltip("The button which hides / displays the save menu")]
[SerializeField] protected Button saveMenuButton;
[Tooltip("The button which saves the save history to disk")]
[SerializeField] protected Button saveButton;
[Tooltip("The button which loads the save history from disk")]
[SerializeField] protected Button loadButton;
[Tooltip("The button which rewinds the save history to the previous save point.")]
[SerializeField] protected Button rewindButton;
[Tooltip("The button which fast forwards the save history to the next save point.")]
[SerializeField] protected Button forwardButton;
[Tooltip("The button which restarts the game.")]
[SerializeField] protected Button restartButton;
protected static bool saveMenuActive = false;
@ -58,6 +69,7 @@ namespace Fungus
protected virtual void Start()
{
// Assume that the first scene that contains the SaveMenu is also the scene to load on restart.
startScene = SceneManager.GetActiveScene().name;
var saveManager = FungusManager.Instance.SaveManager;
@ -101,7 +113,7 @@ namespace Fungus
}
/// <summary>
/// Warn if duplicate SavePointKeys are found.
/// Warns if duplicate SavePointKeys are found.
/// </summary>
protected void CheckSavePointKeys()
{
@ -136,7 +148,7 @@ namespace Fungus
}
/// <summary>
/// Callback for restart scene load
/// Callback for the restart scene load
/// </summary>
protected void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
@ -151,6 +163,10 @@ namespace Fungus
#region Public methods
/// <summary>
/// Toggles the expanded / collapsed state of the save menu.
/// Uses a tween to fade the menu UI in and out.
/// </summary>
public virtual void ToggleSaveMenu()
{
if (fadeTween != null)
@ -181,6 +197,9 @@ namespace Fungus
saveMenuActive = !saveMenuActive;
}
/// <summary>
/// Handler function called when the Save button is pressed.
/// </summary>
public virtual void Save()
{
var saveManager = FungusManager.Instance.SaveManager;
@ -192,6 +211,9 @@ namespace Fungus
}
}
/// <summary>
/// Handler function called when the Load button is pressed.
/// </summary>
public virtual void Load()
{
var saveManager = FungusManager.Instance.SaveManager;
@ -203,6 +225,9 @@ namespace Fungus
}
}
/// <summary>
/// Handler function called when the Rewind button is pressed.
/// </summary>
public virtual void Rewind()
{
PlayClickSound();
@ -214,7 +239,10 @@ namespace Fungus
}
}
public virtual void Forward()
/// <summary>
/// Handler function called when the Fast Forward button is pressed.
/// </summary>
public virtual void FastForward()
{
PlayClickSound();
@ -225,6 +253,9 @@ namespace Fungus
}
}
/// <summary>
/// Handler function called when the Restart button is pressed.
/// </summary>
public virtual void Restart()
{
if (string.IsNullOrEmpty(startScene))

10
Assets/Fungus/Scripts/Components/SaveGameObjects.cs → Assets/Fungus/Scripts/Components/SavedObjects.cs

@ -3,13 +3,19 @@ using System.Collections.Generic;
namespace Fungus
{
[System.Serializable]
public class SaveGameObjects : MonoBehaviour
/// <summary>
/// Contains a list of game objects whose state will be saved for each Save Point.
/// </summary>
public class SavedObjects : MonoBehaviour
{
[Tooltip("A list of Flowchart objects whose variables will be encoded in the save data. Boolean, Integer, Float and String variables are supported.")]
[SerializeField] protected List<Flowchart> flowcharts = new List<Flowchart>();
#region Public methods
/// <summary>
/// Encodes the list of saved objects and adds it to a Save Point Data object.
/// </summary>
public void Encode(SavePointData savePointData)
{
for (int i = 0; i < flowcharts.Count; i++)

4
Assets/Fungus/Scripts/Components/SaveGameObjects.cs.meta → Assets/Fungus/Scripts/Components/SavedObjects.cs.meta

@ -1,6 +1,6 @@
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guid: f9c00b58b03474e37b54a4b39ed6c8ee
timeCreated: 1480503989
guid: 60d92858185944732937980806717234
timeCreated: 1483972111
licenseType: Free
MonoImporter:
serializedVersion: 2

9
Assets/Fungus/Scripts/SavePoints.meta

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 6bd8827dc9c254f3daa0a9b2672a7764
folderAsset: yes
timeCreated: 1479213577
licenseType: Free
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userData:
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41
Assets/Fungus/Scripts/SavePoints/FlowchartData.cs → Assets/Fungus/Scripts/Utils/FlowchartData.cs

@ -1,9 +1,11 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// Serializable container for a string variable.
/// </summary>
[System.Serializable]
public class StringVar
{
@ -18,6 +20,9 @@ namespace Fungus
#endregion
}
/// <summary>
/// Serializable container for an integer variable.
/// </summary>
[System.Serializable]
public class IntVar
{
@ -32,6 +37,9 @@ namespace Fungus
#endregion
}
/// <summary>
/// Serializable container for a float variable.
/// </summary>
[System.Serializable]
public class FloatVar
{
@ -46,6 +54,9 @@ namespace Fungus
#endregion
}
/// <summary>
/// Serializable container for a boolean variable.
/// </summary>
[System.Serializable]
public class BoolVar
{
@ -60,6 +71,9 @@ namespace Fungus
#endregion
}
/// <summary>
/// Serializable container for encoding the state of a Flowchart's variables.
/// </summary>
[System.Serializable]
public class FlowchartData
{
@ -71,12 +85,34 @@ namespace Fungus
#region Public methods
/// <summary>
/// Gets or sets the name of the encoded Flowchart.
/// </summary>
public string FlowchartName { get { return flowchartName; } set { flowchartName = value; } }
/// <summary>
/// Gets or sets the list of encoded string variables.
/// </summary>
public List<StringVar> StringVars { get { return stringVars; } set { stringVars = value; } }
/// <summary>
/// Gets or sets the list of encoded integer variables.
/// </summary>
public List<IntVar> IntVars { get { return intVars; } set { intVars = value; } }
/// <summary>
/// Gets or sets the list of encoded float variables.
/// </summary>
public List<FloatVar> FloatVars { get { return floatVars; } set { floatVars = value; } }
/// <summary>
/// Gets or sets the list of encoded boolean variables.
/// </summary>
public List<BoolVar> BoolVars { get { return boolVars; } set { boolVars = value; } }
/// <summary>
/// Encodes the data in a Flowchart into a structure that can be stored by the save system.
/// </summary>
public static FlowchartData Encode(Flowchart flowchart)
{
var flowchartData = new FlowchartData();
@ -131,6 +167,9 @@ namespace Fungus
return flowchartData;
}
/// <summary>
/// Decodes a FlowchartData object and uses it to restore the state of a Flowchart in the scene.
/// </summary>
public static void Decode(FlowchartData flowchartData)
{
var go = GameObject.Find(flowchartData.FlowchartName);

0
Assets/Fungus/Scripts/SavePoints/FlowchartData.cs.meta → Assets/Fungus/Scripts/Utils/FlowchartData.cs.meta

29
Assets/Fungus/Scripts/SavePoints/SaveHistory.cs → Assets/Fungus/Scripts/Utils/SaveHistory.cs

@ -5,6 +5,9 @@ using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// The Save History is a list of previously created Save Points, sorted chronologically.
/// </summary>
[System.Serializable]
public class SaveHistory
{
@ -21,10 +24,19 @@ namespace Fungus
#region Public methods
/// <summary>
/// Returns the number of Save Points in the Save History.
/// </summary>
public int NumSavePoints { get { return savePoints.Count; } }
/// <summary>
/// Returns the current number of rewound Save Points in the Save History.
/// </summary>
public int NumRewoundSavePoints { get { return rewoundSavePoints.Count; } }
/// <summary>
/// Creates a new Save Point using a key and description, and adds it to the Save History.
/// </summary>
public void AddSavePoint(string savePointKey, string savePointDescription)
{
string sceneName = SceneManager.GetActiveScene().name;
@ -32,6 +44,10 @@ namespace Fungus
savePoints.Add(savePointData);
}
/// <summary>
/// Rewinds to the previous Save Point in the Save History.
/// The latest Save Point is moved to a seperate list of rewound save points.
/// </summary>
public void Rewind()
{
if (savePoints.Count > 0)
@ -41,6 +57,10 @@ namespace Fungus
}
}
/// <summary>
/// Fast forwards to the next Save Point in the Save History.
/// The most recently rewound Save Point is moved back to the main list of save points.
/// </summary>
public void FastForward()
{
if (rewoundSavePoints.Count > 0)
@ -50,6 +70,9 @@ namespace Fungus
}
}
/// <summary>
/// Loads the latest Save Point.
/// </summary>
public void LoadLatestSavePoint()
{
if (savePoints.Count > 0)
@ -59,12 +82,18 @@ namespace Fungus
}
}
/// <summary>
/// Clears all Save Points.
/// </summary>
public void Clear()
{
savePoints.Clear();
rewoundSavePoints.Clear();
}
/// <summary>
/// Clears rewound Save Points only. The main Save Point list is not changed.
/// </summary>
public void ClearRewoundSavePoints()
{
rewoundSavePoints.Clear();

0
Assets/Fungus/Scripts/SavePoints/SaveHistory.cs.meta → Assets/Fungus/Scripts/Utils/SaveHistory.cs.meta

26
Assets/Fungus/Scripts/SavePoints/SavePointData.cs → Assets/Fungus/Scripts/Utils/SavePointData.cs

@ -4,6 +4,9 @@ using UnityEngine.SceneManagement;
namespace Fungus
{
/// <summary>
/// Serializable container for a Save Point.
/// </summary>
[System.Serializable]
public class SavePointData
{
@ -83,16 +86,34 @@ namespace Fungus
#region Public methods
/// <summary>
/// Gets or sets the unique key for the Save Point.
/// </summary>
public string SavePointKey { get { return savePointKey; } set { savePointKey = value; } }
/// <summary>
/// Gets or sets the description for the Save Point.
/// </summary>
public string SavePointDescription { get { return savePointDescription; } set { savePointDescription = value; } }
/// <summary>
/// Gets or sets the scene name associated with the Save Point.
/// </summary>
public string SceneName { get { return sceneName; } set { sceneName = value; } }
/// <summary>
/// Gets or sets the encoded Flowchart data for the Save Point.
/// </summary>
public List<FlowchartData> FlowchartDatas { get { return flowchartDatas; } set { flowchartDatas = value; } }
/// <summary>
/// Encodes a new Save Point to data and converts it to JSON text format.
/// </summary>
public static string Encode(string _savePointKey, string _savePointDescription, string _sceneName)
{
var savePointData = Create(_savePointKey, _savePointDescription, _sceneName);
var saveGameObjects = GameObject.FindObjectOfType<SaveGameObjects>();
var saveGameObjects = GameObject.FindObjectOfType<SavedObjects>();
if (saveGameObjects == null)
{
Debug.LogWarning("Failed to find a SaveGameObjects in current scene");
@ -105,6 +126,9 @@ namespace Fungus
return JsonUtility.ToJson(savePointData, true);
}
/// <summary>
/// Decodes a Save Point from JSON text format and loads it.
/// </summary>
public static void Decode(string saveDataJSON)
{
tempSavePointData = JsonUtility.FromJson<SavePointData>(saveDataJSON);

0
Assets/Fungus/Scripts/SavePoints/SavePointData.cs.meta → Assets/Fungus/Scripts/Utils/SavePointData.cs.meta

438
Assets/FungusExamples/SaveGame/SaveExample.unity

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@ -1063,7 +1073,7 @@ MonoBehaviour:
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m_MethodName: FastForward
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@ -1220,12 +1230,12 @@ RectTransform:
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Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/GuiHelper.cs

@ -3,10 +3,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Cecil.Mdb;
using Mono.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;

24
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UnityPurchasingSettings:
m_Enabled: 0
m_TestMode: 0
@ -12,3 +20,10 @@ UnityConnectSettings:
m_TestMode: 0
m_TestEventUrl:
m_TestConfigUrl:
UnityAdsSettings:
m_Enabled: 0
m_InitializeOnStartup: 1
m_TestMode: 0
m_EnabledPlatforms: 4294967295
m_IosGameId:
m_AndroidGameId:

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