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73 行
1.7 KiB
73 行
1.7 KiB
using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.UI;
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/// <summary>
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/// This class contains the function to call when play button is pressed
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/// </summary>
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public class StartGame : MonoBehaviour
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{
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public LoadEventChannelSO onPlayButtonPress;
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public GameSceneSO locationsToLoad;
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public bool showLoadScreen;
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public SaveSystem saveSystem;
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public Text startText;
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public Button resetSaveDataButton;
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private bool _hasSaveData;
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private void Start()
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{
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_hasSaveData = saveSystem.LoadSaveDataFromDisk();
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if (_hasSaveData)
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{
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startText.text = "Continue";
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resetSaveDataButton.gameObject.SetActive(true);
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}
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else
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{
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resetSaveDataButton.gameObject.SetActive(false);
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}
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}
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public void OnPlayButtonPress()
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{
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if (!_hasSaveData)
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{
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saveSystem.WriteEmptySaveFile();
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//Start new game
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onPlayButtonPress.RaiseEvent(locationsToLoad, showLoadScreen);
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}
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else
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{
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//Load Game
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StartCoroutine(LoadSaveGame());
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}
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}
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public void OnResetSaveDataPress()
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{
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_hasSaveData = false;
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startText.text = "Play";
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resetSaveDataButton.gameObject.SetActive(false);
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}
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public IEnumerator LoadSaveGame()
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{
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yield return StartCoroutine(saveSystem.LoadSavedInventory());
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var locationGuid = saveSystem.saveData._locationId;
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var asyncOperationHandle = Addressables.LoadAssetAsync<LocationSO>(locationGuid);
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yield return asyncOperationHandle;
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if (asyncOperationHandle.Status == AsyncOperationStatus.Succeeded)
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{
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LocationSO locationSO = asyncOperationHandle.Result;
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onPlayButtonPress.RaiseEvent(locationSO, showLoadScreen);
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}
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}
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}
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