/// <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($"Slot '{slotId}' not found when loading '{typeof(GameStateMap)}' data."); return(null); } var quick = slotId.EqualsFast(LastQuickSaveSlotId); OnGameLoadStarted?.Invoke(new GameSaveLoadArgs(slotId, quick)); if (config.LoadStartDelay > 0) { await new WaitForSeconds(config.LoadStartDelay); } Engine.Reset(); await Resources.UnloadUnusedAssets(); var state = await GameStateSlotManager.LoadAsync(slotId) as GameStateMap; await LoadAllServicesFromStateAsync <IStatefulService <GameStateMap>, GameStateMap>(state); if (config.StateRollbackMode == StateRollbackMode.Full && config.SavedRollbackSteps > 0) { rollbackStateStack.OverrideFromJson(state.RollbackStackJson); } foreach (var task in onGameDeserializeTasks) { await task(state); } OnGameLoadFinished?.Invoke(new GameSaveLoadArgs(slotId, quick)); return(state); }
public async UniTask <GameStateMap> LoadGameAsync(string slotId) { if (string.IsNullOrEmpty(slotId) || !GameStateSlotManager.SaveSlotExists(slotId)) { Debug.LogError($"Slot '{slotId}' not found when loading '{typeof(GameStateMap)}' data."); return(null); } var quick = slotId.EqualsFast(LastQuickSaveSlotId); OnGameLoadStarted?.Invoke(new GameSaveLoadArgs(slotId, quick)); if (Configuration.LoadStartDelay > 0) { await UniTask.Delay(TimeSpan.FromSeconds(Configuration.LoadStartDelay)); } Engine.Reset(); await Resources.UnloadUnusedAssets(); var state = await GameStateSlotManager.LoadAsync(slotId) as GameStateMap; await LoadAllServicesFromStateAsync <IStatefulService <GameStateMap>, GameStateMap>(state); if (Configuration.EnableStateRollback && Configuration.SavedRollbackSteps > 0) { 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); }