You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
282 lines
9.8 KiB
282 lines
9.8 KiB
// 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.SceneManagement; |
|
using UnityEngine; |
|
|
|
namespace Fungus |
|
{ |
|
/// <summary> |
|
/// Manages the Save History (a list of Save Points) and provides a set of operations for saving and loading games. |
|
/// </summary> |
|
public class SaveManager : MonoBehaviour |
|
{ |
|
protected static SaveHistory saveHistory = new SaveHistory(); |
|
|
|
protected virtual bool ReadSaveHistory(string saveDataKey) |
|
{ |
|
var historyData = PlayerPrefs.GetString(saveDataKey); |
|
if (!string.IsNullOrEmpty(historyData)) |
|
{ |
|
var tempSaveHistory = JsonUtility.FromJson<SaveHistory>(historyData); |
|
if (tempSaveHistory != null) |
|
{ |
|
saveHistory = tempSaveHistory; |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
protected virtual bool WriteSaveHistory(string saveDataKey) |
|
{ |
|
var historyData = JsonUtility.ToJson(saveHistory, true); |
|
if (!string.IsNullOrEmpty(historyData)) |
|
{ |
|
PlayerPrefs.SetString(saveDataKey, historyData); |
|
PlayerPrefs.Save(); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
/// <summary> |
|
/// Starts Block execution based on a Save Point Key |
|
/// The execution order is: |
|
/// 1. Save Point Loaded event handlers with a matching key. |
|
/// 2. First Save Point command (in any Block) with matching key. Execution starts at the following command. |
|
/// 3. Any label in any block with name matching the key. Execution starts at the following command. |
|
/// </summary> |
|
protected virtual void ExecuteBlocks(string savePointKey) |
|
{ |
|
// Execute Save Point Loaded event handlers with matching key. |
|
SavePointLoaded.NotifyEventHandlers(savePointKey); |
|
|
|
// Execute any block containing a SavePoint command matching the save key, with Resume On Load enabled |
|
var savePoints = Object.FindObjectsOfType<SavePoint>(); |
|
for (int i = 0; i < savePoints.Length; i++) |
|
{ |
|
var savePoint = savePoints[i]; |
|
if (savePoint.ResumeOnLoad && |
|
string.Compare(savePoint.SavePointKey, savePointKey, true) == 0) |
|
{ |
|
int index = savePoint.CommandIndex; |
|
var block = savePoint.ParentBlock; |
|
var flowchart = savePoint.GetFlowchart(); |
|
flowchart.ExecuteBlock(block, index + 1); |
|
|
|
// Assume there's only one SavePoint using this key |
|
break; |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Starts execution at the first Save Point found in the scene with the IsStartPoint property enabled. |
|
/// </summary> |
|
protected virtual void ExecuteStartBlock() |
|
{ |
|
// Each scene should have one Save Point with the IsStartPoint property enabled. |
|
// We automatically start execution from this command whenever the scene starts 'normally' (i.e. first play, restart or scene load via the Load Scene command or SceneManager.LoadScene). |
|
|
|
var savePoints = Object.FindObjectsOfType<SavePoint>(); |
|
for (int i = 0; i < savePoints.Length; i++) |
|
{ |
|
var savePoint = savePoints[i]; |
|
if (savePoint.IsStartPoint) |
|
{ |
|
savePoint.GetFlowchart().ExecuteBlock(savePoint.ParentBlock, savePoint.CommandIndex); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
protected virtual void LoadSavedGame(string saveDataKey) |
|
{ |
|
if (ReadSaveHistory(saveDataKey)) |
|
{ |
|
saveHistory.ClearRewoundSavePoints(); |
|
saveHistory.LoadLatestSavePoint(); |
|
} |
|
} |
|
|
|
// Scene loading in Unity is asynchronous so we need to take care to avoid race conditions. |
|
// The following callbacks tell us when a scene has been loaded and when |
|
// a saved game has been loaded. We delay taking action until the next |
|
// frame (via a delegate) so that we know for sure which case we're dealing with. |
|
|
|
protected virtual void OnEnable() |
|
{ |
|
SaveManagerSignals.OnSavePointLoaded += OnSavePointLoaded; |
|
SceneManager.sceneLoaded += OnSceneLoaded; |
|
} |
|
|
|
protected virtual void OnDisable() |
|
{ |
|
SaveManagerSignals.OnSavePointLoaded -= OnSavePointLoaded; |
|
SceneManager.sceneLoaded -= OnSceneLoaded; |
|
} |
|
|
|
protected virtual void OnSavePointLoaded(string savePointKey) |
|
{ |
|
var key = savePointKey; |
|
loadAction = () => ExecuteBlocks(key); |
|
} |
|
|
|
protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode) |
|
{ |
|
// Ignore additive scene loads |
|
if (mode == LoadSceneMode.Additive) |
|
{ |
|
return; |
|
} |
|
|
|
// We first assume that this is a 'normal' scene load rather than a saved game being loaded. |
|
// If we subsequently receive a notification that a saved game was loaded then the load action |
|
// set here will be overridden by the OnSavePointLoaded callback above. |
|
|
|
if (loadAction == null) |
|
{ |
|
loadAction = ExecuteStartBlock; |
|
} |
|
} |
|
|
|
protected System.Action loadAction; |
|
|
|
protected virtual void Start() |
|
{ |
|
// The OnSceneLoaded callback above may not be called for the initial scene load in the game, |
|
// so we call ExecuteStartBlock when the SaveManager starts up too. |
|
if (loadAction == null) |
|
{ |
|
loadAction = ExecuteStartBlock; |
|
} |
|
} |
|
|
|
protected virtual void Update() |
|
{ |
|
// Execute any previously scheduled load action |
|
if (loadAction != null) |
|
{ |
|
loadAction(); |
|
loadAction = null; |
|
} |
|
} |
|
|
|
#region Public members |
|
|
|
/// <summary> |
|
/// The scene that should be loaded when restarting a game. |
|
/// </summary> |
|
public string StartScene { get; set; } |
|
|
|
/// <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); |
|
} |
|
|
|
/// <summary> |
|
/// Loads the Save History from persistent storage and loads the latest Save Point. |
|
/// </summary> |
|
public void Load(string saveDataKey) |
|
{ |
|
// Set a load action to be executed on next update |
|
var key = saveDataKey; |
|
loadAction = () => LoadSavedGame(key); |
|
} |
|
|
|
/// <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); |
|
|
|
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) |
|
{ |
|
// Rewinding the first save point is not permitted |
|
if (saveHistory.NumSavePoints > 1) |
|
{ |
|
saveHistory.Rewind(); |
|
} |
|
|
|
saveHistory.LoadLatestSavePoint(); |
|
} |
|
} |
|
|
|
/// <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) |
|
{ |
|
saveHistory.FastForward(); |
|
saveHistory.LoadLatestSavePoint(); |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Deletes all Save Points in the Save History. |
|
/// </summary> |
|
public virtual void ClearHistory() |
|
{ |
|
saveHistory.Clear(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an info string to help debug issues with the save data. |
|
/// </summary> |
|
/// <returns>The debug info.</returns> |
|
public virtual string GetDebugInfo() |
|
{ |
|
return saveHistory.GetDebugInfo(); |
|
} |
|
|
|
#endregion |
|
} |
|
} |
|
|
|
#endif |