An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Save an Boolean, Integer, Float or String variable to persistent storage using a string key.
/// The value can be loaded again later using the Load Variable command. You can also
/// use the Set Save Profile command to manage separate save profiles for multiple players.
/// </summary>
[CommandInfo("Variable",
"Save Variable",
"Save an Boolean, Integer, Float or String variable to persistent storage using a string key. " +
"The value can be loaded again later using the Load Variable command. You can also " +
"use the Set Save Profile command to manage separate save profiles for multiple players.")]
[AddComponentMenu("")]
public class SaveVariable : Command
{
[Tooltip("Name of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}")]
[SerializeField] protected string key = "";
[Tooltip("Variable to read the value from. Only Boolean, Integer, Float and String are supported.")]
[VariableProperty(typeof(BooleanVariable),
typeof(IntegerVariable),
typeof(FloatVariable),
typeof(StringVariable))]
[SerializeField] protected Variable variable;
#region Public members
public override void OnEnter()
{
if (key == "" ||
variable == null)
{
Continue();
return;
}
var flowchart = GetFlowchart();
// Prepend the current save profile (if any)
string prefsKey = SetSaveProfile.SaveProfile + "_" + flowchart.SubstituteVariables(key);
System.Type variableType = variable.GetType();
if (variableType == typeof(BooleanVariable))
{
BooleanVariable booleanVariable = variable as BooleanVariable;
if (booleanVariable != null)
{
// PlayerPrefs does not have bool accessors, so just use int
PlayerPrefs.SetInt(prefsKey, booleanVariable.Value ? 1 : 0);
}
}
else if (variableType == typeof(IntegerVariable))
{
IntegerVariable integerVariable = variable as IntegerVariable;
if (integerVariable != null)
{
PlayerPrefs.SetInt(prefsKey, integerVariable.Value);
}
}
else if (variableType == typeof(FloatVariable))
{
FloatVariable floatVariable = variable as FloatVariable;
if (floatVariable != null)
{
PlayerPrefs.SetFloat(prefsKey, floatVariable.Value);
}
}
else if (variableType == typeof(StringVariable))
{
StringVariable stringVariable = variable as StringVariable;
if (stringVariable != null)
{
PlayerPrefs.SetString(prefsKey, stringVariable.Value);
}
}
Continue();
}
public override string GetSummary()
{
if (key.Length == 0)
{
return "Error: No stored value key selected";
}
if (variable == null)
{
return "Error: No variable selected";
}
return variable.Key + " into '" + key + "'";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable in_variable)
{
return this.variable == in_variable || base.HasReference(in_variable);
}
#endregion
#region Editor caches
#if UNITY_EDITOR
protected override void RefreshVariableCache()
{
base.RefreshVariableCache();
var f = GetFlowchart();
f.DetermineSubstituteVariables(key, referencedVariables);
}
#endif
#endregion Editor caches
}
}