// 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) #if UNITY_5_3_OR_NEWER using UnityEngine; namespace Fungus { [CommandInfo("Flow", "Save Point", "Creates a Save Point and adds it to the Save History. The player can save the Save History to peristent storage and load it again later using the Save Menu.")] public class SavePoint : Command { /// /// Supported modes for specifying a Save Point Key. /// public enum KeyMode { /// Use the parent Block's name as the Save Point Key. N.B. If you change the Block name later it will break the save file! UseBlockName, /// Use a custom string for the key. This allows you to use multiple Save Points in the same block and save files will still work if the Block is renamed later. Custom } /// /// Supported modes for specifying a Save Point Description. /// public enum DescriptionMode { /// Uses the current date and time as the save point description. Timestamp, /// Use a custom string for the save point description. Custom } [Tooltip("Marks this Save Point as the starting point for Flowchart execution in the scene. Each scene in your game should have exactly one Save Point with this enabled.")] [SerializeField] protected bool isStartPoint = false; [Tooltip("How the Save Point Key for this Save Point is defined.")] [SerializeField] protected KeyMode keyMode = KeyMode.UseBlockName; [Tooltip("A string key which uniquely identifies this save point.")] [SerializeField] protected string customKey = ""; [Tooltip("How the description for this Save Point is defined.")] [SerializeField] protected DescriptionMode descriptionMode = DescriptionMode.Timestamp; [Tooltip("A short description of this save point.")] [SerializeField] protected string customDescription; [Tooltip("Fire a Save Point Loaded event when this command executes.")] [SerializeField] protected bool fireEvent = true; [Tooltip("Resume execution from this location after loading this Save Point.")] [SerializeField] protected bool resumeOnLoad = true; #region Public members /// /// Marks this Save Point as the starting point for Flowchart execution in the scene. Each scene in your game should have exactly one Save Point with this enabled. /// public bool IsStartPoint { get { return isStartPoint; } set { isStartPoint = value; } } /// /// Gets a string key which uniquely identifies this Save Point. /// public string SavePointKey { get { if (keyMode == KeyMode.UseBlockName) { return ParentBlock.BlockName; } else { return customKey; } } } /// /// Gets the save point description. /// public string SavePointDescription { get { if (descriptionMode == DescriptionMode.Timestamp) { return System.DateTime.UtcNow.ToString("HH:mm dd MMMM, yyyy"); } else { return customDescription; } } } /// /// Resume execution from this location after loading this Save Point. /// public bool ResumeOnLoad { get { return resumeOnLoad; } } public override void OnEnter() { var saveManager = FungusManager.Instance.SaveManager; saveManager.AddSavePoint(SavePointKey, SavePointDescription); if (fireEvent) { SavePointLoaded.NotifyEventHandlers(SavePointKey); } Continue(); } public override string GetSummary() { if (keyMode == KeyMode.UseBlockName) { return "key: "; } return "key: " + customKey; } public override Color GetButtonColor() { return new Color32(235, 191, 217, 255); } public override bool IsPropertyVisible(string propertyName) { if (propertyName == "customKey" && keyMode != KeyMode.Custom) { return false; } if (propertyName == "customDescription" && descriptionMode != DescriptionMode.Custom) { return false; } return true; } #endregion } } #endif