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CrowdControl/Assets/3rd/Plugins/Easy Save 3/Scripts/Auto Save/ES3AutoSaveMgr.cs

130 lines
4.0 KiB
C#

2 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ES3AutoSaveMgr : MonoBehaviour
{
public static ES3AutoSaveMgr _current = null;
public static ES3AutoSaveMgr Current
{
get
{
if (_current == null || _current.gameObject.scene != SceneManager.GetActiveScene())
{
var scene = SceneManager.GetActiveScene();
var roots = scene.GetRootGameObjects();
// First, look for Easy Save 3 Manager in the top-level.
foreach (var root in roots)
if (root.name == "Easy Save 3 Manager")
return _current = root.GetComponent<ES3AutoSaveMgr>();
// If the user has moved or renamed the Easy Save 3 Manager, we need to perform a deep search.
foreach (var root in roots)
if ((_current = root.GetComponentInChildren<ES3AutoSaveMgr>()) != null)
return _current;
}
return _current;
}
}
// Included for backwards compatibility.
public static ES3AutoSaveMgr Instance
{
get { return Current; }
}
public enum LoadEvent { None, Awake, Start }
public enum SaveEvent { None, OnApplicationQuit, OnApplicationPause }
public string key = System.Guid.NewGuid().ToString();
public SaveEvent saveEvent = SaveEvent.OnApplicationQuit;
public LoadEvent loadEvent = LoadEvent.Awake;
public ES3SerializableSettings settings = new ES3SerializableSettings("AutoSave.es3", ES3.Location.Cache);
public HashSet<ES3AutoSave> autoSaves = new HashSet<ES3AutoSave>();
public void Save()
{
if (autoSaves == null || autoSaves.Count == 0)
return;
// If we're using caching and we've not already cached this file, cache it.
if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings))
ES3.CacheFile(settings);
if (autoSaves == null || autoSaves.Count == 0)
{
ES3.DeleteKey(key, settings);
}
else
{
var gameObjects = new List<GameObject>();
foreach (var autoSave in autoSaves)
// If the ES3AutoSave component is disabled, don't save it.
if (autoSave.enabled)
gameObjects.Add(autoSave.gameObject);
ES3.Save<GameObject[]>(key, gameObjects.ToArray(), settings);
}
if(settings.location == ES3.Location.Cache && ES3.FileExists(settings))
ES3.StoreCachedFile(settings);
}
public void Load()
{
// If we're using caching and we've not already cached this file, cache it.
if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings))
ES3.CacheFile(settings);
ES3.Load<GameObject[]>(key, new GameObject[0], settings);
}
void Start()
{
if(loadEvent == LoadEvent.Start)
Load();
}
public void Awake()
{
autoSaves = new HashSet<ES3AutoSave>();
foreach (var go in this.gameObject.scene.GetRootGameObjects())
autoSaves.UnionWith(go.GetComponentsInChildren<ES3AutoSave>(true));
_current = this;
if (loadEvent == LoadEvent.Awake)
Load();
}
void OnApplicationQuit()
{
if(saveEvent == SaveEvent.OnApplicationQuit)
Save();
}
void OnApplicationPause(bool paused)
{
if( (saveEvent == SaveEvent.OnApplicationPause ||
(Application.isMobilePlatform && saveEvent == SaveEvent.OnApplicationQuit)) && paused)
Save();
}
/* Register an ES3AutoSave with the ES3AutoSaveMgr, if there is one */
public static void AddAutoSave(ES3AutoSave autoSave)
{
if(ES3AutoSaveMgr.Current != null)
ES3AutoSaveMgr.Current.autoSaves.Add(autoSave);
}
/* Remove an ES3AutoSave from the ES3AutoSaveMgr, for example if it's GameObject has been destroyed */
public static void RemoveAutoSave(ES3AutoSave autoSave)
{
if(ES3AutoSaveMgr.Current != null)
ES3AutoSaveMgr.Current.autoSaves.Remove(autoSave);
}
}