ProjectDDD/Assets/Plugins/Easy Save 3/Scripts/Save Slots/ES3CreateSlot.cs

96 lines
3.8 KiB (Stored with Git LFS)
C#

#if ES3_TMPRO && ES3_UGUI
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
/// <summary>
/// A script attached to the Create Slot button to manage slot creation.
/// </summary>
public class ES3CreateSlot : MonoBehaviour
{
[Tooltip("The button used to bring up the 'Create Slot' dialog.")]
public Button createButton;
[Tooltip("The ES3SlotDialog Component of the Create Slot dialog")]
public ES3SlotDialog createDialog;
[Tooltip("The TMP_Text input text field of the create slot dialog.")]
public TMP_InputField inputField;
[Tooltip("The ES3SlotManager this Create Slot Dialog belongs to.")]
public ES3SlotManager mgr;
protected virtual void OnEnable()
{
// Whether we should show or hide this Create Slot button based on the settings in the slot manager.
gameObject.SetActive(mgr.showCreateSlotButton);
// Make it so the Create Slot button brings up the Create Slot dialog.
createButton.onClick.AddListener(ShowCreateSlotDialog);
// Add listener to the confirmation button.
createDialog.confirmButton.onClick.AddListener(TryCreateNewSlot);
}
protected virtual void OnDisable()
{
// Make sure the text field is empty for next time.
inputField.text = string.Empty;
// Remove all listeners.
createButton.onClick.RemoveAllListeners();
createDialog.confirmButton.onClick.RemoveAllListeners();
}
// Called when the Create new slot button is pressed.
protected void ShowCreateSlotDialog()
{
// Make the dialog visible and active.
createDialog.gameObject.SetActive(true);
// Set the input field as active so the player doesn't need to click it to input their name.
inputField.Select();
inputField.ActivateInputField();
}
// Called when the Create button is pressed in the Create New Slot dialog.
public virtual void TryCreateNewSlot()
{
// If the user hasn't specified a name, throw an error.
// Note that no other validation of the name is a required as this is handled using a REGEX in the TMP_InputField Component.
if (string.IsNullOrEmpty(inputField.text))
{
mgr.ShowErrorDialog("You must specify a name for your save slot");
return;
}
// Get the file path for the slot we're trying to create.
var slotPath = mgr.GetSlotPath(inputField.text);
// If a slot with this name already exists, require the user to enter a different name,
// or if the slot is marked to be deleted, delete it's file so that this one can be created.
if (ES3.FileExists(slotPath))
{
// Check whether a slot exists with this name which has been marked for deletion.
var slotMarkedForDeletion = mgr.slots.Select(go => go.GetComponent<ES3Slot>()).FirstOrDefault(slot => mgr.GetSlotPath(slot.nameLabel.text) == slotPath && slot.markedForDeletion);
// If there's not a slot with this path marked for deletion, force user to choose another name.
if (slotMarkedForDeletion == null)
{
mgr.ShowErrorDialog("A slot already exists with this name. Please choose a different name.");
return;
}
// Otherwise, delete the slot so that it can be created from scratch.
else
slotMarkedForDeletion.DeleteSlot();
}
// Create the slot.
var slot = mgr.CreateNewSlot(inputField.text);
// Clear the input field so the value isn't there when we reopen it.
inputField.text = "";
// Hide the dialog.
createDialog.gameObject.SetActive(false);
// If we've specified an event to be called after the user creaktes a slot, invoke it.
mgr.onAfterCreateSlot?.Invoke();
}
}
#endif