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 (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)
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Variable",
"Save Flowchart",
"Saves the current Flowchart variable state to be loaded again in future.")]
public class SaveFlowchart : Command
{
[Tooltip("Key for storing save data in PlayerPrefs. Supports variable subsitution {$VarName} and will prepend a profile name set using Set Save Profile command.")]
[SerializeField] protected StringData saveKey = new StringData("savedata");
[SerializeField] protected Block resumeBlock;
// Make serialize data extensible (subclassing?)
// Save key, use save profile and variable substitution
// Store scene name, flowchart name and block name to execute after load
// Show link to Block to be executed
protected virtual string CreateSaveKey()
{
var flowchart = GetFlowchart();
var saveProfile = SetSaveProfile.SaveProfile;
if (saveProfile.Length > 0)
{
return string.Format(saveProfile + "_" + flowchart.SubstituteVariables(saveKey.Value));
}
else
{
return string.Format(flowchart.SubstituteVariables(saveKey.Value));
}
}
protected virtual SavePointData CreateSaveData()
{
return SavePointData.Create(GetFlowchart(), resumeBlock.BlockName);
}
protected virtual void StoreJSONData(string key, string jsonData)
{
if (key.Length > 0)
{
PlayerPrefs.SetString(key, jsonData);
}
}
#region Public members
public override void OnEnter()
{
var key = CreateSaveKey();
var saveData = CreateSaveData();
var saveDataJSON = JsonUtility.ToJson(saveData, true);
StoreJSONData(key, saveDataJSON);
Continue();
}
public override string GetSummary()
{
return saveKey.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
{
if (resumeBlock != null)
{
connectedBlocks.Add(resumeBlock);
}
}
#endregion
}
}