Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using NaughtyAttributes;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using System.Text;
namespace GameplayIngredients
{
[ManagerDefaultPrefab("GameSaveManager")]
public class GameSaveManager : Manager
{
[SerializeField, Tooltip("The path where system and user saves will be stored. Relative to the Application.persistantDataPath folder.")]
private string savePath = "/";
[SerializeField, Tooltip("The file name of the System Save.")]
private string systemSaveName = "System.sav";
[SerializeField, Tooltip("The file format for a user save, use the {0} to specify where the numbering happens.")]
private string userSaveName = "User{0}.sav";
Dictionary<string, System.Object> systemSaveEntries;
Dictionary<string, System.Object> currentUserSaveEntries;
[ReorderableList]
public Callable[] OnLoad;
[ReorderableList]
public Callable[] OnSave;
void Awake()
{
systemSaveEntries = new Dictionary<string, System.Object>();
currentUserSaveEntries = new Dictionary<string, System.Object>();
}
private void OnEnable()
{
LoadSystemSave();
}
#region SAVE/LOAD
public void LoadSystemSave()
{
systemSaveEntries = LoadFile(systemSaveName);
Callable.Call(OnLoad);
}
public void SaveSystemSave()
{
SaveFile(systemSaveName, systemSaveEntries);
Callable.Call(OnSave);
}
private byte currentUserIndex = 0;
public void LoadUserSave(byte index)
{
currentUserIndex = index;
Callable.Call(OnLoad);
currentUserSaveEntries = LoadFile(string.Format(userSaveName, index));
}
public void SaveUserSave()
{
SaveUserSave(currentUserIndex);
}
public void SaveUserSave(byte index)
{
// Save
currentUserIndex = index;
Callable.Call(OnSave);
SaveFile(string.Format(userSaveName, index), currentUserSaveEntries);
}
#endregion
#region VALUES
public bool HasBool(string name, Location location) { return HasValue<bool>(name, location); }
public bool HasInt(string name, Location location) { return HasValue<int>(name, location); }
public bool HasFloat(string name, Location location) { return HasValue<float>(name, location); }
public bool HasString(string name, Location location) { return HasValue<string>(name, location); }
public bool GetBool(string name, Location location) { return GetValue<bool>(name, location); }
public int GetInt(string name, Location location) { return GetValue<int>(name, location); }
public float GetFloat(string name, Location location) { return GetValue<float>(name, location); }
public string GetString(string name, Location location) { return GetValue<string>(name, location); }
public void SetBool(string name, Location location, bool value) { SetValue(name, location, value); }
public void SetInt(string name, Location location, int value) { SetValue(name, location, value); }
public void SetFloat(string name, Location location, float value) { SetValue(name, location, value); }
public void SetString(string name, Location location, string value) { SetValue(name, location, value); }
public enum Location
{
System = 0,
User = 1,
}
Dictionary<string, object> GetEntriesFor(Location location)
{
if (location == Location.System)
return systemSaveEntries;
else
return currentUserSaveEntries;
}
bool HasValue<T>(string name, Location location)
{
var dict = GetEntriesFor(location);
return dict.ContainsKey(name) && dict[name] is T;
}
T GetValue<T>(string name, Location location)
{
if (HasValue<T>(name, location))
{
var dict = GetEntriesFor(location);
return (T)dict[name];
}
else
return default(T);
}
void SetValue<T>(string name, Location location, T value)
{
var dict = GetEntriesFor(location);
if (HasValue<T>(name, location))
{
dict[name] = value;
}
else if (dict.ContainsKey(name)) // bad type
{
Debug.LogWarning(string.Format("GameSaveManager : {0} entry '{1}' changed type to {2}", location, name, typeof(T)));
dict[name] = value;
}
else
{
dict.Add(name, value);
}
}
#endregion
#region SERIALIZATION
Dictionary<string, object> LoadFile(string fileName)
{
if(!File.Exists(Application.persistentDataPath + savePath + fileName))
{
SaveFile(fileName, new Dictionary<string, object>());
}
var dict = new Dictionary<string, System.Object>();
string contents= File.ReadAllText(Application.persistentDataPath + savePath + fileName);
SerializableOutput data = JsonUtility.FromJson<SerializableOutput>(contents);
for(int i = 0; i < data.keys.Length; i++)
{
string val = data.values[i];
object value;
if (data.types[i] == ValueType.Bool)
value = bool.Parse(val);
else if (data.types[i] == ValueType.Int)
value = int.Parse(val);
else if (data.types[i] == ValueType.Float)
value = float.Parse(val);
else
value = val;
dict.Add(data.keys[i], value);
}
return dict;
}
void SaveFile(string filename, Dictionary<string, System.Object> entries)
{
int count = entries.Count;
SerializableOutput data = new SerializableOutput();
data.keys = new string[count];
data.values = new string[count];
data.types = new ValueType[count];
int i = 0;
foreach (var kvp in entries)
{
data.keys[i] = kvp.Key;
object value = kvp.Value;
if (value is bool)
data.types[i] = ValueType.Bool;
else if (value is int)
data.types[i] = ValueType.Int;
else if (value is float)
data.types[i] = ValueType.Float;
else
data.types[i] = ValueType.String;
data.values[i] = kvp.Value.ToString();
i++;
}
File.WriteAllText(Application.persistentDataPath + savePath + filename, JsonUtility.ToJson(data));
}
[System.Serializable]
public enum ValueType
{
Bool = 0,
Int = 1,
Float = 2,
String = 3
}
[System.Serializable]
class SerializableOutput
{
public string[] keys;
public string[] values;
public ValueType[] types;
}
#endregion
}
}