public virtual async UniTask <GameStateMap> LoadGameAsync(string slotId) { if (string.IsNullOrEmpty(slotId) || !GameStateSlotManager.SaveSlotExists(slotId)) { throw new Exception($"Slot '{slotId}' not found when loading '{typeof(GameStateMap)}' data."); } var quick = slotId.EqualsFast(LastQuickSaveSlotId); OnGameLoadStarted?.Invoke(new GameSaveLoadArgs(slotId, quick)); if (Configuration.LoadStartDelay > 0) { await UniTask.Delay(TimeSpan.FromSeconds(Configuration.LoadStartDelay)); } Engine.Reset(); await Resources.UnloadUnusedAssets(); var state = await GameStateSlotManager.LoadAsync(slotId); await LoadAllServicesFromStateAsync <IStatefulService <GameStateMap>, GameStateMap>(state); // All the serialized snapshots are expected to allow player rollback. RollbackStack?.OverrideFromJson(state.RollbackStackJson, s => s.AllowPlayerRollback()); for (int i = onGameDeserializeTasks.Count - 1; i >= 0; i--) { await onGameDeserializeTasks[i](state); } OnGameLoadFinished?.Invoke(new GameSaveLoadArgs(slotId, quick)); return(state); }
public async UniTask <GameStateMap> QuickSaveAsync() { // Free first quick save slot by shifting existing ones by one. for (int i = Configuration.QuickSaveSlotLimit; i > 0; i--) { var curSlotId = Configuration.IndexToQuickSaveSlotId(i); var prevSlotId = Configuration.IndexToQuickSaveSlotId(i + 1); GameStateSlotManager.RenameSaveSlot(curSlotId, prevSlotId); } // Delete the last slot in case it's out of the limit. var outOfLimitSlotId = Configuration.IndexToQuickSaveSlotId(Configuration.QuickSaveSlotLimit + 1); if (GameStateSlotManager.SaveSlotExists(outOfLimitSlotId)) { GameStateSlotManager.DeleteSaveSlot(outOfLimitSlotId); } var firstSlotId = string.Format(Configuration.QuickSaveSlotMask, 1); return(await SaveGameAsync(firstSlotId)); }
/// <summary> /// Loads game state from the specified save slot. /// Will reset the engine services and unload unused assets before load. /// </summary> public async Task <GameStateMap> LoadGameAsync(string slotId) { if (string.IsNullOrEmpty(slotId) || !GameStateSlotManager.SaveSlotExists(slotId)) { Debug.LogError($"Slot '{slotId}' not found when loading '{typeof(GameStateMap)}' data."); return(null); } var quick = slotId.EqualsFast(LastQuickSaveSlotId); OnGameLoadStarted?.Invoke(new GameSaveLoadArgs(slotId, quick)); if (config.LoadStartDelay > 0) { await new WaitForSeconds(config.LoadStartDelay); } Engine.Reset(); await Resources.UnloadUnusedAssets(); var state = await GameStateSlotManager.LoadAsync(slotId) as GameStateMap; await LoadAllServicesFromStateAsync <IStatefulService <GameStateMap>, GameStateMap>(state); if (config.StateRollbackMode == StateRollbackMode.Full && config.SavedRollbackSteps > 0) { rollbackStateStack.OverrideFromJson(state.RollbackStackJson); } foreach (var task in onGameDeserializeTasks) { await task(state); } OnGameLoadFinished?.Invoke(new GameSaveLoadArgs(slotId, quick)); return(state); }