Christopher
8 years ago
5 changed files with 671 additions and 0 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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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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[System.Serializable] |
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public class StringVar |
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{ |
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public string key; |
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public string value; |
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} |
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[System.Serializable] |
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public class IntVar |
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{ |
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public string key; |
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public int value; |
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} |
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[System.Serializable] |
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public class FloatVar |
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{ |
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public string key; |
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public float value; |
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} |
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[System.Serializable] |
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public class BoolVar |
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{ |
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public string key; |
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public bool value; |
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} |
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[System.Serializable] |
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public class SaveData |
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{ |
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public string sceneName; |
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public string flowchartName; |
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public string blockName; |
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public List<StringVar> stringVars = new List<StringVar>(); |
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public List<IntVar> intVars = new List<IntVar>(); |
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public List<FloatVar> floatVars = new List<FloatVar>(); |
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public List<BoolVar> boolVars = new List<BoolVar>(); |
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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 SaveData(); |
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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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} |
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Loading…
Reference in new issue