ProjectDDD/Assets/Plugins/Easy Save 3/Scripts/Save Slots/ES3SlotManager.cs

263 lines
10 KiB (Stored with Git LFS)
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if ES3_TMPRO && ES3_UGUI
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using TMPro;
using System.Text.RegularExpressions;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
public class ES3SlotManager : MonoBehaviour
{
[Tooltip("Shows a confirmation if this slot already exists when we select it.")]
public bool showConfirmationIfExists = true;
[Tooltip("Whether the Create new slot button should be visible.")]
public bool showCreateSlotButton = true;
[Tooltip("Whether we should automatically create an empty save file when the user creates a new save slot. This will be created using the default settings, so you should set this to false if you are using ES3Settings objects.")]
public bool autoCreateSaveFile = false;
[Tooltip("Whether a save slot should be selected after a user creates it.")]
public bool selectSlotAfterCreation = false;
[Space(16)]
[Tooltip("The name of a scene to load after the user chooses a slot.")]
public string loadSceneAfterSelectSlot;
[Space(16)]
[Tooltip("An event called after a slot is selected, but before the scene specified by loadSceneAfterSelectSlot is loaded.")]
public UnityEvent onAfterSelectSlot;
[Tooltip("An event called after a slot is created by a user, but hasn't been selected.")]
public UnityEvent onAfterCreateSlot;
[Space(16)]
[Tooltip("The subfolder we want to store our save files in. If this is a relative path, it will be relative to Application.persistentDataPath.")]
public string slotDirectory = "slots/";
[Tooltip("The extension we want to use for our save files.")]
public string slotExtension = ".es3";
[Space(16)]
[Tooltip("The template we'll instantiate to create our slots.")]
public GameObject slotTemplate;
[Tooltip("The dialog box for creating a new slot.")]
public GameObject createDialog;
[Tooltip("The dialog box for displaying an error to the user.")]
public GameObject errorDialog;
// The relative path of the slot which has been selected, or null if none have been selected.
public static string selectedSlotPath = null;
// A list of slots which have been created.
public List<GameObject> slots = new List<GameObject>();
// If a file doesn't have a timestamp, it will return have this DateTime.
static DateTime falseDateTime = new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc);
// See Unity's docs for more info: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnEnable.html
protected virtual void OnEnable()
{
// Deactivate the slot template so it's not visible.
slotTemplate.SetActive(false);
// Destroy any existing slots and start from fresh if necessary.
DestroySlots();
// Create our save slots if any exist.
InstantiateSlots();
}
// Finds the save slot files and instantiates a save slot for each of them.
protected virtual void InstantiateSlots()
{
// A list used to store our save slots so we can order them.
List<(string Name, DateTime Timestamp)> slots = new List<(string Name, DateTime Timestamp)>();
// If there are no slots to load, do nothing.
if (!ES3.DirectoryExists(slotDirectory))
return;
// Put each of our slots into a List so we can order them.
foreach (var file in ES3.GetFiles(slotDirectory))
{
// Get the slot name, which is the filename without the extension.
var slotName = Path.GetFileNameWithoutExtension(file);
// Get the timestamp so that we can display this to the user and use it to order the slots.
var timestamp = ES3.GetTimestamp(GetSlotPath(slotName)).ToLocalTime();
// Add the data to the slot list.
slots.Add((Name: slotName, Timestamp: timestamp));
}
// Now order the slots by the timestamp.
slots = slots.OrderByDescending(x => x.Timestamp).ToList();
// Now create the slots.
foreach (var slot in slots)
InstantiateSlot(slot.Name, slot.Timestamp);
}
// Instantiates a single save slot with a given slot name and timestamp.
public virtual ES3Slot InstantiateSlot(string slotName, DateTime timestamp)
{
// Create an instance of our slot.
var slot = Instantiate(slotTemplate, slotTemplate.transform.parent);
// Add it to our slot list.
slots.Add(slot);
// Ensure that we make it active as the template will be inactive.
slot.SetActive(true);
var es3SelectSlot = slot.GetComponent<ES3Slot>();
es3SelectSlot.nameLabel.text = slotName.Replace('_', ' ');
// If the file doesn't have a timestamp, don't display the timestamp.
if (timestamp == falseDateTime)
es3SelectSlot.timestampLabel.text = "";
// Otherwise, set the label for the timestamp.
else
es3SelectSlot.timestampLabel.text = $"{timestamp.ToString("yyyy-MM-dd")}\n{timestamp.ToString("HH:mm:ss")}";
return es3SelectSlot;
}
// Creates a new slot by instantiating it in the UI and creating a save file for it if necessary.
public virtual ES3Slot CreateNewSlot(string slotName)
{
// Get the current timestamp.
var creationTimestamp = DateTime.Now;
// Create the slot in the UI.
var slot = InstantiateSlot(slotName, creationTimestamp);
// Move the slot to the top of the list.
slot.MoveToTop();
// Automatically create a file for the save slot if the option is enabled.
if (autoCreateSaveFile)
ES3.SaveRaw("{}", GetSlotPath(slotName));
// Select the slot if necessary.
if (selectSlotAfterCreation)
slot.SelectSlot();
// Scroll the scroll view to the top of the list.
ScrollToTop();
return slot;
}
// Shows the dialog displaying an error to the user.
public virtual void ShowErrorDialog(string errorMessage)
{
errorDialog.transform.Find("Dialog Box/Message").GetComponent<TMP_Text>().text = errorMessage;
errorDialog.SetActive(true);
}
#region Utility Methods
// Destroys all slots which have been created, but doesn't delete their underlying save files.
protected virtual void DestroySlots()
{
foreach (var slot in slots)
Destroy(slot);
slots.Clear();
}
// Gets the relative file path of the slot with the given slot name.
public virtual string GetSlotPath(string slotName)
{
// We convert any whitespace characters to underscores at this point to make the file more portable.
return slotDirectory + Regex.Replace(slotName, @"\s+", "_") + slotExtension;
}
// Scrolls to the top of the list of slots.
public void ScrollToTop()
{
transform.Find("Scroll View").GetComponent<UnityEngine.UI.ScrollRect>().verticalNormalizedPosition = 1f;
}
#endregion
}
#endif
#if UNITY_EDITOR
// Manages the context menu items for creating the slots.
public class ES3SlotMenuItems : MonoBehaviour
{
[MenuItem("GameObject/Easy Save 3/Add Save Slots to Scene", false, 33)]
[MenuItem("Assets/Easy Save 3/Add Save Slots to Scene", false, 33)]
[MenuItem("Tools/Easy Save 3/Add Save Slots to Scene", false, 150)]
public static void AddSaveSlotsToScene()
{
#if !ES3_TMPRO || !ES3_UGUI
EditorUtility.DisplayDialog("Cannot create save slots", "The 'TextMeshPro' and 'Unity UI' packages must be installed in Window > Package Manager to use Easy Save's slot functionality.", "Ok");
#else
var mgr = AddSlotsToScene();
mgr.gameObject.name = "Save Slots Canvas";
mgr.transform.parent.gameObject.name = "Save Slots";
mgr.showConfirmationIfExists = true;
mgr.showCreateSlotButton = true;
AddEventSystemToSceneIfNotExists();
#endif
}
[MenuItem("GameObject/Easy Save 3/Add Load Slots to Scene", false, 33)]
[MenuItem("Assets/Easy Save 3/Add Load Slots to Scene", false, 33)]
[MenuItem("Tools/Easy Save 3/Add Load Slots to Scene", false, 150)]
public static void AddLoadSlotsToScene()
{
#if !ES3_TMPRO || !ES3_UGUI
EditorUtility.DisplayDialog("Cannot create save slots", "The 'TextMeshPro' and 'Unity UI' packages must be installed in Window > Package Manager to use Easy Save's slot functionality.", "Ok");
#else
var mgr = AddSlotsToScene();
mgr.gameObject.name = "Load Slots Canvas";
mgr.transform.parent.gameObject.name = "Load Slots";
mgr.showConfirmationIfExists = false;
mgr.showCreateSlotButton = false;
mgr.GetComponentInChildren<ES3CreateSlot>().gameObject.SetActive(false);
AddEventSystemToSceneIfNotExists();
#endif
}
#if ES3_TMPRO && ES3_UGUI
static void AddEventSystemToSceneIfNotExists()
{
#if UNITY_2022_3_OR_NEWER
if (UnityEngine.Object.FindFirstObjectByType<EventSystem>() == null)
#else
if (UnityEngine.Object.FindObjectOfType<EventSystem>() == null)
#endif
{
GameObject eventSystemGameObject = new GameObject("EventSystem");
eventSystemGameObject.AddComponent<EventSystem>();
eventSystemGameObject.AddComponent<StandaloneInputModule>();
Undo.RegisterCreatedObjectUndo(eventSystemGameObject, "Created EventSystem");
}
}
static ES3SlotManager AddSlotsToScene()
{
if (!SceneManager.GetActiveScene().isLoaded)
EditorUtility.DisplayDialog("Could not add manager to scene", "Could not add Save Slots to scene because there is not currently a scene open.", "Ok");
var pathToEasySaveFolder = ES3Settings.PathToEasySaveFolder();
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(pathToEasySaveFolder + "Scripts/Save Slots/Easy Save Slots Canvas.prefab");
var instance = (GameObject)Instantiate(prefab);
Undo.RegisterCreatedObjectUndo(instance, "Added Save Slots to Scene");
return instance.GetComponentInChildren<ES3SlotManager>();
}
#endif
}
#endif