public FactionData_v2(FactionData_v1 v1) { FactionFile.RelinkChildren(v1.factionDict); factionDict = v1.factionDict; factionNameToIDDict = v1.factionNameToIDDict; Debug.Log("Migrated FactionData_v1 to FactionData_v2 and relinked children."); }
public void RestoreFactionData(FactionData_v1 factionData) { PlayerEntity entity = playerEntityBehaviour.Entity as PlayerEntity; entity.FactionData.FactionDict = factionData.factionDict; entity.FactionData.FactionNameToIDDict = factionData.factionNameToIDDict; }
IEnumerator SaveGame(string saveName, string path) { // Build save data SaveData_v1 saveData = BuildSaveData(); // Build save info SaveInfo_v1 saveInfo = new SaveInfo_v1(); saveInfo.saveVersion = LatestSaveVersion; saveInfo.saveName = saveName; saveInfo.characterName = saveData.playerData.playerEntity.name; saveInfo.dateAndTime = saveData.dateAndTime; // Build faction data FactionData_v1 factionData = GetPlayerFactionData(); // Serialize save data to JSON strings string saveDataJson = Serialize(saveData.GetType(), saveData); string saveInfoJson = Serialize(saveInfo.GetType(), saveInfo); string factionDataJson = Serialize(factionData.GetType(), factionData); // Create screenshot for save // TODO: Hide UI for screenshot or use a different method yield return(new WaitForEndOfFrame()); Texture2D screenshot = new Texture2D(Screen.width, Screen.height); screenshot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0); screenshot.Apply(); // Save data to files WriteSaveFile(Path.Combine(path, saveDataFilename), saveDataJson); WriteSaveFile(Path.Combine(path, saveInfoFilename), saveInfoJson); WriteSaveFile(Path.Combine(path, factionDataFilename), factionDataJson); // Save automap state try { Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState> automapState = GameManager.Instance.Automap.GetState(); string automapDataJson = Serialize(automapState.GetType(), automapState); WriteSaveFile(Path.Combine(path, automapDataFilename), automapDataJson); } catch (Exception ex) { string message = string.Format("Failed to save automap state. Message: {0}", ex.Message); Debug.Log(message); } // Save screenshot byte[] bytes = screenshot.EncodeToJPG(); File.WriteAllBytes(Path.Combine(path, screenshotFilename), bytes); // Raise OnSaveEvent RaiseOnSaveEvent(saveData); // Notify DaggerfallUI.Instance.PopupMessage(HardStrings.gameSaved); }
public object GetFactionSaveData() { FactionData_v1 factionData = new FactionData_v1(); PlayerEntity entity = playerEntityBehaviour.Entity as PlayerEntity; factionData.factionDict = entity.FactionData.FactionDict; factionData.factionNameToIDDict = entity.FactionData.FactionNameToIDDict; return(factionData); }
void RestoreFactionData(FactionData_v1 factionData) { if (factionData == null) { return; } if (serializablePlayer) { serializablePlayer.RestoreFactionData(factionData); } }
IEnumerator LoadGame(string path) { GameManager.Instance.PlayerDeath.ClearDeathAnimation(); GameManager.Instance.PlayerMotor.CancelMovement = true; InputManager.Instance.ClearAllActions(); // Read save data from files string saveDataJson = ReadSaveFile(Path.Combine(path, saveDataFilename)); string factionDataJson = ReadSaveFile(Path.Combine(path, factionDataFilename)); // Deserialize JSON strings SaveData_v1 saveData = Deserialize(typeof(SaveData_v1), saveDataJson) as SaveData_v1; // Must have a serializable player if (!serializablePlayer) { yield break; } // Call start load event RaiseOnStartLoadEvent(saveData); // Immediately set date so world is loaded with correct season RestoreDateTimeData(saveData.dateAndTime); // Must have PlayerEnterExit to respawn player at saved location PlayerEnterExit playerEnterExit = serializablePlayer.GetComponent <PlayerEnterExit>(); if (!playerEnterExit) { yield break; } // Check exterior doors are included in save, we need these to exit building bool hasExteriorDoors; if (saveData.playerData.playerPosition.exteriorDoors == null || saveData.playerData.playerPosition.exteriorDoors.Length == 0) { hasExteriorDoors = false; } else { hasExteriorDoors = true; } // Restore faction data to player entity // This is done early as later objects may require faction information on restore if (!string.IsNullOrEmpty(factionDataJson)) { FactionData_v1 factionData = Deserialize(typeof(FactionData_v1), factionDataJson) as FactionData_v1; RestoreFactionData(factionData); Debug.Log("LoadGame() restored faction state from save."); } else { Debug.Log("LoadGame() did not find saved faction data. Player will resume with default faction state."); } // Raise reposition flag if terrain sampler changed // This is required as changing terrain samplers will invalidate serialized player coordinates bool repositionPlayer = false; if (saveData.playerData.playerPosition.terrainSamplerName != DaggerfallUnity.Instance.TerrainSampler.ToString() || saveData.playerData.playerPosition.terrainSamplerVersion != DaggerfallUnity.Instance.TerrainSampler.Version) { repositionPlayer = true; if (DaggerfallUI.Instance.DaggerfallHUD != null) { DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Terrain sampler changed. Repositioning player."); } } // Raise reposition flag if player is supposed to start indoors but building has no doors if (saveData.playerData.playerPosition.insideBuilding && !hasExteriorDoors) { repositionPlayer = true; if (DaggerfallUI.Instance.DaggerfallHUD != null) { DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Building has no exterior doors. Repositioning player."); } } // Start the respawn process based on saved player location if (saveData.playerData.playerPosition.insideDungeon && !repositionPlayer) { // Start in dungeon playerEnterExit.RespawnPlayer( saveData.playerData.playerPosition.worldPosX, saveData.playerData.playerPosition.worldPosZ, true); } else if (saveData.playerData.playerPosition.insideBuilding && hasExteriorDoors && !repositionPlayer) { // Start in building playerEnterExit.RespawnPlayer( saveData.playerData.playerPosition.worldPosX, saveData.playerData.playerPosition.worldPosZ, saveData.playerData.playerPosition.insideDungeon, saveData.playerData.playerPosition.insideBuilding, saveData.playerData.playerPosition.exteriorDoors); } else { // Start outside playerEnterExit.RespawnPlayer( saveData.playerData.playerPosition.worldPosX, saveData.playerData.playerPosition.worldPosZ, false, false, null, repositionPlayer); } // Smash to black while respawning DaggerfallUI.Instance.SmashHUDToBlack(); // Keep yielding frames until world is ready again while (playerEnterExit.IsRespawning) { yield return(new WaitForEndOfFrame()); } // Wait another frame so everthing has a chance to register yield return(new WaitForEndOfFrame()); // Restore save data to objects in newly spawned world RestoreSaveData(saveData); // Load automap state try { string automapDataJson = ReadSaveFile(Path.Combine(path, automapDataFilename)); Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState> automapState = null; if (!string.IsNullOrEmpty(automapDataJson)) { automapState = Deserialize(typeof(Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState>), automapDataJson) as Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState>; } if (automapState != null) { GameManager.Instance.Automap.SetState(automapState); } } catch (Exception ex) { string message = string.Format("Failed to load automap state. Message: {0}", ex.Message); Debug.Log(message); } // Lower load in progress flag loadInProgress = false; // Fade out from black DaggerfallUI.Instance.FadeHUDFromBlack(1.0f); // Raise OnLoad event RaiseOnLoadEvent(saveData); }