public string Node_to_Execute; // Path to the node that last executed on this feature. This is recorded in the savefile so the same nodes can be executed again upon loading public void SetFeature(Node Node_that_executed_this) { Type_of_Node_to_Execute = Node_that_executed_this; Node_to_Execute = SaveManager.GetGameObjectPath(Node_that_executed_this.transform); }
// Set save information public void Save() { // Record game stats we must save (listed at top of file) log_text = UIManager.ui_manager.log_text.text; current_scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; //current_conversation = VNSceneManager.current_conversation; current_conv = SaveManager.GetGameObjectPath(VNSceneManager.current_conversation.transform); current_conv_node = VNSceneManager.current_conversation.cur_node; time_saved = DateTime.Now; time_played = VNSceneManager.scene_manager.play_time; //bg_music = AudioManager.audio_manager.background_music_audio_source.clip.; // Save the actors on the scene /* * foreach (Actor a in ActorManager.left_actors) * { * left_actors.Add(a.actor_name); * * // Check if they have been flipped to face the other way * if (Mathf.Sign(a.transform.localScale.x) == -1f) * flipped_actors.Add(a.actor_name); * } * foreach (Actor a in ActorManager.right_actors) * { * right_actors.Add(a.actor_name); * * // Check if they have been flipped to face the other way * if (Mathf.Sign(a.transform.localScale.x) == -1f) * flipped_actors.Add(a.actor_name); * } * foreach (Actor a in ActorManager.center_actors) * { * center_actors.Add(a.actor_name); * * // Check if they have been flipped to face the other way * if (Mathf.Sign(a.transform.localScale.x) == -1f) * flipped_actors.Add(a.actor_name); * }*/ // Record all remaining conversations (deleted ones will not be recorded) ConversationManager[] convs = (ConversationManager[])UnityEngine.Object.FindObjectsOfType(typeof(ConversationManager)) as ConversationManager[]; foreach (ConversationManager c in convs) { remaining_conversations.Add(SaveManager.GetGameObjectPath(c.transform)); } // Save stats saved_boolean_stats = StatsManager.boolean_stats; saved_numbered_stats = StatsManager.numbered_stats; saved_string_stats = StatsManager.string_stats; saved_items = StatsManager.items; // Features to save, like static images, background and foreground if (UIManager.ui_manager.canvas != null) { FeatureToSave[] features = UIManager.ui_manager.canvas.GetComponentsInChildren <FeatureToSave>(); foreach (FeatureToSave f in features) { Nodes_to_Execute_on_Load.Add(f.Type_of_Node_to_Execute.GetType() + feature_save_separation_character + f.Node_to_Execute); Debug.Log(f.Node_to_Execute); } } else { Debug.LogError("UIManager.ui_manager.canvas is not set. Features to save not saved"); } // Save our log text log_categories = VNSceneManager.text_logs; log_text = VNSceneManager.scene_manager.Conversation_log; //<< MODIFY THIS SECTION TO SAVE THINGS SPECIFIC TO YOUR GAME >>// //<< MODIFY THE ABOVE SECTION TO SAVE THINGS SPECIFIC TO YOUR GAME >>// SaveManager.AddNewSave(this); }