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192 lines
5.6 KiB
192 lines
5.6 KiB
using UnityEngine; |
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using UnityEngine.SceneManagement; |
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namespace Fungus |
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{ |
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public class SaveManager : MonoBehaviour |
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{ |
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const string ActiveSlotKey = "active_slot"; |
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const string SlotKeyFormat = "slot{0}"; |
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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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// Handle New Save Slot case: Scene to load? |
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// Save command stores data in SaveManager for writing later |
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// If SaveImmediately is selected then save it straight away (SaveGame command) |
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// If not selected, then Save when a Save button is pressed |
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// Select / Load button - set active slot (in playerprefs) and load the state |
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// Get list of saved games |
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// Delete Save Game |
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// Rename SaveFlowchart to SaveGame |
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protected string saveBuffer = ""; |
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protected static SaveManager instance; |
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protected SavePointData tempSaveData; |
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protected virtual void Awake() |
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{ |
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instance = this; |
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} |
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protected virtual string FormatSaveKey(int slot) |
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{ |
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return string.Format(SlotKeyFormat, slot); |
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} |
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protected virtual bool LoadNewGame(string key, string startScene) |
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{ |
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if (PlayerPrefs.HasKey(key) && |
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PlayerPrefs.GetString(key) != "") |
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{ |
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return false; |
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} |
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// Create a new save entry |
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PlayerPrefs.SetString(key, ""); |
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// Load the start scene |
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SceneManager.LoadScene(startScene); |
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return true; |
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} |
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protected virtual string CreateSaveData(Flowchart flowchart, string saveKey, string description) |
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{ |
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var saveData = new SavePointData(); |
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// Store the scene, flowchart and block to execute on resume |
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saveData.SceneName = SceneManager.GetActiveScene().name; |
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saveData.SaveKey = saveKey; |
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saveData.Description = description; |
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var flowchartData = FlowchartData.Encode(flowchart); |
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saveData.FlowchartData.Add(flowchartData); |
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return JsonUtility.ToJson(saveData, true); |
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} |
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protected virtual void RestoreSavedGame(SavePointData saveData) |
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{ |
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var flowchartData = saveData.FlowchartData[0]; |
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FlowchartData.Decode(flowchartData); |
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// Fire any matching SavePointLoaded event handler with matching save key. |
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var eventHandlers = Object.FindObjectsOfType<SavePointLoaded>(); |
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for (int i = 0; i < eventHandlers.Length; i++) |
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{ |
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var eventHandler = eventHandlers[i]; |
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eventHandler.OnSavePointLoaded(saveData.SaveKey); |
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} |
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// Execute any block with a Label matching the save key |
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var labels = Object.FindObjectsOfType<Label>(); |
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for (int i = 0; i < labels.Length; i++) |
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{ |
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var label = labels[i]; |
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if (string.Compare(label.Key, saveData.SaveKey, true) == 0) |
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{ |
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int index = label.CommandIndex; |
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var block = label.ParentBlock; |
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var fc = label.GetFlowchart(); |
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fc.ExecuteBlock(block, index + 1); |
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} |
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} |
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} |
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protected virtual void StoreJSONData(string key, string jsonData) |
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{ |
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if (key.Length > 0) |
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{ |
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PlayerPrefs.SetString(key, jsonData); |
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} |
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} |
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protected virtual string LoadJSONData(string key) |
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{ |
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if (key.Length > 0) |
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{ |
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return PlayerPrefs.GetString(key); |
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} |
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return ""; |
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} |
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protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode) |
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{ |
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if (scene.name == tempSaveData.SceneName) |
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{ |
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RestoreSavedGame(tempSaveData); |
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} |
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SceneManager.sceneLoaded -= OnSceneLoaded; |
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} |
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#region Public members |
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public static SaveManager Instance { get { return instance; } } |
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public virtual int ActiveSlot |
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{ |
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get |
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{ |
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return PlayerPrefs.GetInt(ActiveSlotKey); |
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} |
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set |
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{ |
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PlayerPrefs.SetInt(ActiveSlotKey, value); |
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} |
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} |
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public virtual void Save() |
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{ |
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if (saveBuffer == "") |
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{ |
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// Nothing to save |
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return; |
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} |
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var key = FormatSaveKey(ActiveSlot); |
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PlayerPrefs.SetString(key, saveBuffer); |
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saveBuffer = ""; |
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} |
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public virtual void Load(int slot, string startScene = "") |
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{ |
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ActiveSlot = slot; |
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var key = FormatSaveKey(slot); |
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if (LoadNewGame(key, startScene)) |
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{ |
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return; |
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} |
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var jsonData = LoadJSONData(key); |
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tempSaveData = JsonUtility.FromJson<SavePointData>(jsonData); |
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SceneManager.sceneLoaded += OnSceneLoaded; |
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SceneManager.LoadScene(tempSaveData.SceneName); |
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} |
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public virtual void Delete(int slot) |
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{ |
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var key = FormatSaveKey(slot); |
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PlayerPrefs.DeleteKey(key); |
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} |
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public virtual void PopulateSaveBuffer(Flowchart flowchart, string saveKey, string description) |
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{ |
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saveBuffer = CreateSaveData(flowchart, saveKey, description); |
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} |
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#endregion |
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} |
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} |