An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using System.Text.RegularExpressions;
namespace Fungus
{
/**
* Peristent data storage class for tracking game state.
* Provides a basic save game system.
*/
public class Variables
{
static string saveName = "_fungus";
/**
* Sets a name to prefix before all keys used with Set & Get methods.
* You can use this to support multiple save data profiles, (e.g. for multiple users or a list of checkpoints).
*/
static public void SetSaveName(string _saveName)
{
saveName = _saveName;
}
/**
* Save the variable state to persistent storage.
* The currently loaded scene name is stored so that Game.LoadGame() will automatically move to the appropriate scene.
*/
static public void Save()
{
SetString("_scene", Application.loadedLevelName);
PlayerPrefs.Save();
}
/**
* Deletes all stored variables.
*/
static public void DeleteAll()
{
PlayerPrefs.DeleteAll();
}
/**
* Deletes a single stored variable.
*/
static public void DeleteKey(string key)
{
PlayerPrefs.DeleteKey(AddPrefix(key));
}
/**
* Returns the float variable associated with the key.
*/
static public float GetFloat(string key)
{
return PlayerPrefs.GetFloat(AddPrefix(key));
}
/**
* Returns the integer variable associated with the key.
*/
static public int GetInteger(string key)
{
return PlayerPrefs.GetInt(AddPrefix(key));
}
/**
* Returns the boolean variable associated with the key.
*/
static public bool GetBoolean(string key)
{
return (bool)(PlayerPrefs.GetInt(AddPrefix(key)) != 0);
}
/**
* Returns the string variable associated with the key.
*/
static public string GetString(string key)
{
return PlayerPrefs.GetString(AddPrefix(key));
}
/**
* Returns true if a variable has been stored with this key.
*/
static public bool HasKey(string key)
{
return PlayerPrefs.HasKey(AddPrefix(key));
}
/**
* Stores a float variable using the key.
*/
static public void SetFloat(string key, float value)
{
PlayerPrefs.SetFloat(AddPrefix(key), value);
}
/**
* Stores an integer variable using the key.
*/
static public void SetInteger(string key, int value)
{
PlayerPrefs.SetInt(AddPrefix(key), value);
}
/**
* Stores a boolean variable using the key.
*/
static public void SetBoolean(string key, bool value)
{
PlayerPrefs.SetInt(AddPrefix(key), value ? 1 : 0);
}
/**
* Stores a string variable using the key.
*/
static public void SetString(string key, string value)
{
PlayerPrefs.SetString(AddPrefix(key), value);
}
/**
* Replace keys in the input string with the string table entry.
* Example format: "This {string_key} string"
*/
static public string SubstituteStrings(string text)
{
string subbedText = text;
// Instantiate the regular expression object.
Regex r = new Regex("{.*?}");
// Match the regular expression pattern against a text string.
var results = r.Matches(text);
foreach (Match match in results)
{
string stringKey = match.Value.Substring(1, match.Value.Length - 2);
string stringValue = GetString(stringKey);
subbedText = subbedText.Replace(match.Value, stringValue);
}
return subbedText;
}
/**
* Chops a string at the first new line character encountered.
* This is useful for link / button strings that must fit on a single line.
*/
static public string FormatLinkText(string text)
{
string trimmed;
if (text.Contains("\n"))
{
trimmed = text.Substring(0, text.IndexOf("\n"));
}
else
{
trimmed = text;
}
return trimmed;
}
static string AddPrefix(string key)
{
if (saveName.Length == 0)
{
return key;
}
return saveName + "." + key;
}
}
}