An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// This component encodes and decodes a list of game objects to be saved for each Save Point.
/// It knows how to encode / decode concrete game classes like Flowchart and FlowchartData.
/// To extend the save system to handle other data types, just modify or subclass this component.
/// </summary>
public class SaveData : MonoBehaviour
{
protected const string FlowchartDataKey = "FlowchartData";
[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 objects to be saved as a list of SaveDataItems.
/// </summary
public virtual void Encode(List<SaveDataItem> saveDataItems)
{
for (int i = 0; i < flowcharts.Count; i++)
{
var flowchart = flowcharts[i];
var flowchartData = FlowchartData.Encode(flowchart);
var saveDataItem = SaveDataItem.Create(FlowchartDataKey, JsonUtility.ToJson(flowchartData));
saveDataItems.Add(saveDataItem);
}
}
/// <summary>
/// Decodes the loaded list of SaveDataItems to restore the saved game state.
/// </summary>
public virtual void Decode(List<SaveDataItem> saveDataItems)
{
for (int i = 0; i < saveDataItems.Count; i++)
{
var saveDataItem = saveDataItems[i];
if (saveDataItem == null)
{
continue;
}
if (saveDataItem.DataType == FlowchartDataKey)
{
var flowchartData = JsonUtility.FromJson<FlowchartData>(saveDataItem.Data);
if (flowchartData == null)
{
Debug.LogError("Failed to decode Flowchart save data item");
return;
}
FlowchartData.Decode(flowchartData);
}
}
}
#endregion
}
}