我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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136 行
5.0 KiB

using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Logic
{
public class SaveDataLogic : LogicBase
{
public enum Evaluation
{
Equal,
NotEqual,
Greater,
GreaterOrEqual,
Less,
LessOrEqual,
Exists
}
public Evaluation Test = Evaluation.Equal;
public GameSaveManager.Location SaveLocation = GameSaveManager.Location.System;
public GameSaveManager.ValueType ValueType = GameSaveManager.ValueType.String;
public string Key = "SomeKey";
bool isBool() {return ValueType == GameSaveManager.ValueType.Bool;}
bool isInt() {return ValueType == GameSaveManager.ValueType.Int;}
bool isFloat() {return ValueType == GameSaveManager.ValueType.Float;}
bool isString() {return ValueType == GameSaveManager.ValueType.String;}
[ShowIf("isBool")]
public bool BoolTargetValue;
[ShowIf("isInt")]
public int IntTargetValue;
[ShowIf("isFloat")]
public float FloatTargetValue;
[ShowIf("isString")]
public string StringTargetValue;
[ReorderableList]
public Callable[] OnTestSuccess;
[ReorderableList]
public Callable[] OnTestFail;
public override void Execute(GameObject instigator = null)
{
var gsm = Manager.Get<GameSaveManager>();
bool result = false;
if(Test == Evaluation.Exists)
{
switch(ValueType)
{
case GameSaveManager.ValueType.Bool: result = gsm.HasBool(Key, SaveLocation); break;
case GameSaveManager.ValueType.Float: result = gsm.HasFloat(Key, SaveLocation); break;
case GameSaveManager.ValueType.Int: result = gsm.HasInt(Key, SaveLocation); break;
case GameSaveManager.ValueType.String: result = gsm.HasString(Key, SaveLocation); break;
}
}
else
{
switch(ValueType)
{
case GameSaveManager.ValueType.Bool:
if (!gsm.HasBool(Key, SaveLocation))
{
WarnNotExist(Key, ValueType, SaveLocation);
}
else
{
result = TestValue(gsm.GetBool(Key, SaveLocation), BoolTargetValue);
}
break;
case GameSaveManager.ValueType.Int:
if (!gsm.HasInt(Key, SaveLocation))
{
WarnNotExist(Key, ValueType, SaveLocation);
}
else
{
result = TestValue(gsm.GetInt(Key, SaveLocation), IntTargetValue);
}
break;
case GameSaveManager.ValueType.Float:
if (!gsm.HasFloat(Key, SaveLocation))
{
WarnNotExist(Key, ValueType, SaveLocation);
}
else
{
result = TestValue(gsm.GetFloat(Key, SaveLocation), FloatTargetValue);
}
break;
case GameSaveManager.ValueType.String:
if (!gsm.HasString(Key, SaveLocation))
{
WarnNotExist(Key, ValueType, SaveLocation);
}
else
{
result = TestValue(gsm.GetString(Key, SaveLocation), StringTargetValue);
}
break;
}
}
if (result)
Callable.Call(OnTestSuccess, instigator);
else
Callable.Call(OnTestFail, instigator);
}
bool TestValue<T>(T value, T other) where T : System.IComparable<T>
{
switch(Test)
{
case Evaluation.Equal: return value.CompareTo(other) == 0;
case Evaluation.NotEqual: return value.CompareTo(other) != 0;
case Evaluation.Greater: return value.CompareTo(other) > 0;
case Evaluation.GreaterOrEqual: return value.CompareTo(other) >= 0;
case Evaluation.Less: return value.CompareTo(other) < 0;
case Evaluation.LessOrEqual: return value.CompareTo(other) <= 0;
}
return false;
}
void WarnNotExist(string name, GameSaveManager.ValueType type, GameSaveManager.Location location)
{
Debug.LogWarning(string.Format("Save Data Logic: Trying to get {0} value to non existent {1} data in {2} save.", type, name, location));
}
}
}