public virtual async UniTask <GameStateMap> LoadGameAsync(string slotId) { if (string.IsNullOrEmpty(slotId) || !GameSlotManager.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 GameSlotManager.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()); await PerformOnGameDeserializeTasksAsync(state); OnGameLoadFinished?.Invoke(new GameSaveLoadArgs(slotId, quick)); return(state); }
public virtual async UniTask <GameStateMap> SaveGameAsync(string slotId) { var quick = slotId.StartsWithFast(Configuration.QuickSaveSlotMask.GetBefore("{")); OnGameSaveStarted?.Invoke(new GameSaveLoadArgs(slotId, quick)); var state = new GameStateMap(); await scriptPlayer.SynchronizeAndDoAsync(DoSaveAfterSync); OnGameSaveFinished?.Invoke(new GameSaveLoadArgs(slotId, quick)); return(state); async UniTask DoSaveAfterSync() { state.SaveDateTime = DateTime.Now; state.Thumbnail = cameraManager.CaptureThumbnail(); SaveAllServicesToState <IStatefulService <GameStateMap>, GameStateMap>(state); PerformOnGameSerializeTasks(state); state.RollbackStackJson = SerializeRollbackStack(); await GameSlotManager.SaveAsync(slotId, state); // Also save global state on every game save. await SaveGlobalAsync(); } }
public virtual 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); GameSlotManager.RenameSaveSlot(curSlotId, prevSlotId); } // Delete the last slot in case it's out of the limit. var outOfLimitSlotId = Configuration.IndexToQuickSaveSlotId(Configuration.QuickSaveSlotLimit + 1); if (GameSlotManager.SaveSlotExists(outOfLimitSlotId)) { GameSlotManager.DeleteSaveSlot(outOfLimitSlotId); } var firstSlotId = string.Format(Configuration.QuickSaveSlotMask, 1); return(await SaveGameAsync(firstSlotId)); }