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53 行
2.2 KiB
53 行
2.2 KiB
using NaughtyAttributes;
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using UnityEngine;
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namespace GameplayIngredients.Actions
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{
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[AddComponentMenu(ComponentMenu.actionsPath + "Game Save : Set Value Action")]
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[Callable("Data", "Actions/ic-action-save.png")]
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public class GameSaveSetValueAction : ActionBase
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{
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public string Key = "SomeKey";
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public GameSaveManager.Location saveLocation = GameSaveManager.Location.System;
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public GameSaveManager.ValueType valueType = GameSaveManager.ValueType.String;
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[ShowIf("isString")]
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public string StringValue;
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[ShowIf("isInt")]
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public int IntValue;
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[ShowIf("isBool")]
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public bool BoolValue;
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[ShowIf("isFloat")]
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public float FloatValue;
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public override void Execute(GameObject instigator = null)
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{
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var gsm = Manager.Get<GameSaveManager>();
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switch(valueType)
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{
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case GameSaveManager.ValueType.Bool: gsm.SetBool(Key, saveLocation, BoolValue); break;
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case GameSaveManager.ValueType.Int: gsm.SetInt(Key, saveLocation, IntValue); break;
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case GameSaveManager.ValueType.Float: gsm.SetFloat(Key, saveLocation, FloatValue); break;
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case GameSaveManager.ValueType.String: gsm.SetString(Key, saveLocation, StringValue); break;
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}
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}
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public override string GetDefaultName()
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{
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string value = "";
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switch (valueType)
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{
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case GameSaveManager.ValueType.Bool: value = BoolValue.ToString(); break;
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case GameSaveManager.ValueType.Int: value = IntValue.ToString(); break;
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case GameSaveManager.ValueType.Float: value = FloatValue.ToString(); break;
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case GameSaveManager.ValueType.String: value = StringValue.ToString(); break;
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}
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return $"Game Save Set {valueType} '{Key}' = {value}";
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}
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bool isString() { return valueType == GameSaveManager.ValueType.String; }
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bool isBool() { return valueType == GameSaveManager.ValueType.Bool; }
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bool isInt() { return valueType == GameSaveManager.ValueType.Int; }
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bool isFloat() { return valueType == GameSaveManager.ValueType.Float; }
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}
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}
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