using System; using System.Collections; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; /// /// This class contains the function to call when play button is pressed /// public class StartGame : MonoBehaviour { [SerializeField] private GameSceneSO _locationsToLoad; [SerializeField] private bool _showLoadScreen = default; [SerializeField] private SaveSystem _saveSystem = default; private bool _hasSaveData; [Header("Broadcasting on ")] [SerializeField] private LoadEventChannelSO _startGameEvent = default; [Header("Listening to")] [SerializeField] private VoidEventChannelSO _startNewGameEvent = default; [SerializeField] private VoidEventChannelSO _continueGameEvent = default; private void Start() { _hasSaveData = _saveSystem.LoadSaveDataFromDisk(); _startNewGameEvent.OnEventRaised += StartNewGame; _continueGameEvent.OnEventRaised += ContinuePreviousGame; } private void OnDestroy() { _startNewGameEvent.OnEventRaised -= StartNewGame; _continueGameEvent.OnEventRaised -= ContinuePreviousGame; } void StartNewGame() { _hasSaveData = false; _saveSystem. WriteEmptySaveFile(); _saveSystem.SetNewGameData(); //Start new game _startGameEvent.RaiseEvent(_locationsToLoad, _showLoadScreen); } void ContinuePreviousGame() { StartCoroutine(LoadSaveGame()); } void OnResetSaveDataPress() { _hasSaveData = false; } IEnumerator LoadSaveGame() { yield return StartCoroutine(_saveSystem.LoadSavedInventory()); _saveSystem.LoadSavedQuestlineStatus(); var locationGuid = _saveSystem.saveData._locationId; var asyncOperationHandle = Addressables.LoadAssetAsync(locationGuid); yield return asyncOperationHandle; if (asyncOperationHandle.Status == AsyncOperationStatus.Succeeded) { LocationSO locationSO = asyncOperationHandle.Result; _startGameEvent.RaiseEvent(locationSO, _showLoadScreen); } } }