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Initial stab at saving flowchart variables.

master
Christopher 8 years ago
parent
commit
fe62bb8f95
  1. 144
      Assets/Fungus/Scripts/Commands/SavePoint.cs
  2. 12
      Assets/Fungus/Scripts/Commands/SavePoint.cs.meta
  3. 9
      Assets/Tests/Save.meta
  4. 498
      Assets/Tests/Save/SaveTests.unity
  5. 8
      Assets/Tests/Save/SaveTests.unity.meta

144
Assets/Fungus/Scripts/Commands/SavePoint.cs

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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 System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Fungus
{
[System.Serializable]
public class StringVar
{
public string key;
public string value;
}
[System.Serializable]
public class IntVar
{
public string key;
public int value;
}
[System.Serializable]
public class FloatVar
{
public string key;
public float value;
}
[System.Serializable]
public class BoolVar
{
public string key;
public bool value;
}
[System.Serializable]
public class SaveData
{
public string sceneName;
public string flowchartName;
public string blockName;
public List<StringVar> stringVars = new List<StringVar>();
public List<IntVar> intVars = new List<IntVar>();
public List<FloatVar> floatVars = new List<FloatVar>();
public List<BoolVar> boolVars = new List<BoolVar>();
}
[CommandInfo("Variable",
"Save Point",
"Saves current Flowchart state.")]
public class SavePoint : Command
{
[SerializeField] protected string restoreBlock;
// Move serialization stuff into a seperate class
// 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
protected string CreateSaveData()
{
var saveData = new SaveData();
var flowchart = GetFlowchart();
// Store the
saveData.sceneName = SceneManager.GetActiveScene().name;
saveData.flowchartName = flowchart.name;
saveData.blockName = ParentBlock.BlockName;
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);
}
#region Public members
public override void OnEnter()
{
var saveJSON = CreateSaveData();
Debug.Log(saveJSON);
}
public override string GetSummary()
{
return "";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
}
}

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