using System.Collections; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; public class SaveSystem : ScriptableObject { [SerializeField] private LoadEventChannelSO _loadLocation = default; [SerializeField] private Inventory _playerInventory; public string saveFilename = "save.chop"; public string backupSaveFilename = "save.chop.bak"; public Save saveData = new Save(); void OnEnable() { _loadLocation.OnLoadingRequested += CacheLoadLocations; } void OnDisable() { _loadLocation.OnLoadingRequested -= CacheLoadLocations; } private void CacheLoadLocations(GameSceneSO locationsToLoad, bool showLoadingScreen) { LocationSO locationSO = locationsToLoad as LocationSO; if (locationSO) { saveData._locationId = locationSO.Guid; } SaveDataToDisk(); } public bool LoadSaveDataFromDisk() { if (FileManager.LoadFromFile(saveFilename, out var json)) { saveData.LoadFromJson(json); return true; } return false; } public IEnumerator LoadSavedInventory() { _playerInventory.Items.Clear(); foreach (var serializedItemStack in saveData._itemStacks) { var loadItemOperationHandle = Addressables.LoadAssetAsync(serializedItemStack.itemGuid); yield return loadItemOperationHandle; if (loadItemOperationHandle.Status == AsyncOperationStatus.Succeeded) { var itemSO = loadItemOperationHandle.Result; _playerInventory.Add(itemSO, serializedItemStack.amount); } } } public void SaveDataToDisk() { saveData._itemStacks.Clear(); foreach (var itemStack in _playerInventory.Items) { saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount)); } if (FileManager.MoveFile(saveFilename, backupSaveFilename)) { if (FileManager.WriteToFile(saveFilename, saveData.ToJson())) { Debug.Log("Save successful"); } } } public void WriteEmptySaveFile() { FileManager.WriteToFile(saveFilename, ""); } }