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40 行
1.6 KiB

using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Actions
{
public class GameSaveSetValueAction : ActionBase
{
public string Key = "SomeKey";
public GameSaveManager.Location saveLocation = GameSaveManager.Location.System;
public GameSaveManager.ValueType valueType = GameSaveManager.ValueType.String;
[ShowIf("isString")]
public string StringValue;
[ShowIf("isInt")]
public int IntValue;
[ShowIf("isBool")]
public bool BoolValue;
[ShowIf("isFloat")]
public float FloatValue;
public override void Execute(GameObject instigator = null)
{
var gsm = Manager.Get<GameSaveManager>();
switch(valueType)
{
case GameSaveManager.ValueType.Bool: gsm.SetBool(Key, saveLocation, BoolValue); break;
case GameSaveManager.ValueType.Int: gsm.SetInt(Key, saveLocation, IntValue); break;
case GameSaveManager.ValueType.Float: gsm.SetFloat(Key, saveLocation, FloatValue); break;
case GameSaveManager.ValueType.String: gsm.SetString(Key, saveLocation, StringValue); break;
}
}
bool isString() { return valueType == GameSaveManager.ValueType.String; }
bool isBool() { return valueType == GameSaveManager.ValueType.Bool; }
bool isInt() { return valueType == GameSaveManager.ValueType.Int; }
bool isFloat() { return valueType == GameSaveManager.ValueType.Float; }
}
}