An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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.

216 lines
7.1 KiB

// 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 System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Serializable container for a string variable.
/// </summary>
[System.Serializable]
public class StringVar
{
[SerializeField] protected string key;
[SerializeField] protected string value;
#region Public methods
public string Key { get { return key; } set { key = value; } }
public string Value { get { return value; } set { this.value = value; } }
#endregion
}
/// <summary>
/// Serializable container for an integer variable.
/// </summary>
[System.Serializable]
public class IntVar
{
[SerializeField] protected string key;
[SerializeField] protected int value;
#region Public methods
public string Key { get { return key; } set { key = value; } }
public int Value { get { return value; } set { this.value = value; } }
#endregion
}
/// <summary>
/// Serializable container for a float variable.
/// </summary>
[System.Serializable]
public class FloatVar
{
[SerializeField] protected string key;
[SerializeField] protected float value;
#region Public methods
public string Key { get { return key; } set { key = value; } }
public float Value { get { return value; } set { this.value = value; } }
#endregion
}
/// <summary>
/// Serializable container for a boolean variable.
/// </summary>
[System.Serializable]
public class BoolVar
{
[SerializeField] protected string key;
[SerializeField] protected bool value;
#region Public methods
public string Key { get { return key; } set { key = value; } }
public bool Value { get { return value; } set { this.value = value; } }
#endregion
}
/// <summary>
/// Serializable container for encoding the state of a Flowchart's variables.
/// </summary>
[System.Serializable]
public class FlowchartData
{
[SerializeField] protected string flowchartName;
[SerializeField] protected List<StringVar> stringVars = new List<StringVar>();
[SerializeField] protected List<IntVar> intVars = new List<IntVar>();
[SerializeField] protected List<FloatVar> floatVars = new List<FloatVar>();
[SerializeField] protected List<BoolVar> boolVars = new List<BoolVar>();
#region Public methods
/// <summary>
/// Gets or sets the name of the encoded Flowchart.
/// </summary>
public string FlowchartName { get { return flowchartName; } set { flowchartName = value; } }
/// <summary>
/// Gets or sets the list of encoded string variables.
/// </summary>
public List<StringVar> StringVars { get { return stringVars; } set { stringVars = value; } }
/// <summary>
/// Gets or sets the list of encoded integer variables.
/// </summary>
public List<IntVar> IntVars { get { return intVars; } set { intVars = value; } }
/// <summary>
/// Gets or sets the list of encoded float variables.
/// </summary>
public List<FloatVar> FloatVars { get { return floatVars; } set { floatVars = value; } }
/// <summary>
/// Gets or sets the list of encoded boolean variables.
/// </summary>
public List<BoolVar> BoolVars { get { return boolVars; } set { boolVars = value; } }
/// <summary>
/// Encodes the data in a Flowchart into a structure that can be stored by the save system.
/// </summary>
public static FlowchartData Encode(Flowchart flowchart)
{
var flowchartData = new FlowchartData();
flowchartData.FlowchartName = flowchart.name;
for (int i = 0; i < flowchart.Variables.Count; i++)
{
var v = flowchart.Variables[i];
// Save string
var stringVariable = v as StringVariable;
if (stringVariable != null)
{
var d = new StringVar();
d.Key = stringVariable.Key;
d.Value = stringVariable.Value;
flowchartData.StringVars.Add(d);
}
// Save int
var intVariable = v as IntegerVariable;
if (intVariable != null)
{
var d = new IntVar();
d.Key = intVariable.Key;
d.Value = intVariable.Value;
flowchartData.IntVars.Add(d);
}
// Save float
var floatVariable = v as FloatVariable;
if (floatVariable != null)
{
var d = new FloatVar();
d.Key = floatVariable.Key;
d.Value = floatVariable.Value;
flowchartData.FloatVars.Add(d);
}
// Save bool
var boolVariable = v as BooleanVariable;
if (boolVariable != null)
{
var d = new BoolVar();
d.Key = boolVariable.Key;
d.Value = boolVariable.Value;
flowchartData.BoolVars.Add(d);
}
}
return flowchartData;
}
/// <summary>
/// Decodes a FlowchartData object and uses it to restore the state of a Flowchart in the scene.
/// </summary>
public static void Decode(FlowchartData flowchartData)
{
var go = GameObject.Find(flowchartData.FlowchartName);
if (go == null)
{
Debug.LogError("Failed to find flowchart object specified in save data");
return;
}
var flowchart = go.GetComponent<Flowchart>();
if (flowchart == null)
{
Debug.LogError("Failed to find flowchart object specified in save data");
return;
}
for (int i = 0; i < flowchartData.BoolVars.Count; i++)
{
var boolVar = flowchartData.BoolVars[i];
flowchart.SetBooleanVariable(boolVar.Key, boolVar.Value);
}
for (int i = 0; i < flowchartData.IntVars.Count; i++)
{
var intVar = flowchartData.IntVars[i];
flowchart.SetIntegerVariable(intVar.Key, intVar.Value);
}
for (int i = 0; i < flowchartData.FloatVars.Count; i++)
{
var floatVar = flowchartData.FloatVars[i];
flowchart.SetFloatVariable(floatVar.Key, floatVar.Value);
}
for (int i = 0; i < flowchartData.StringVars.Count; i++)
{
var stringVar = flowchartData.StringVars[i];
flowchart.SetStringVariable(stringVar.Key, stringVar.Value);
}
}
#endregion
}
}