예제 #1
0
 public override void ApplyData(string data)
 {
     if (saveRawData)
     {
         var rawData = SaveSystem.Deserialize <RawData>(data);
         if (rawData != null && rawData.bytes != null)
         {
             PersistentDataManager.ApplyRawData(rawData.bytes);
         }
     }
     else
     {
         PersistentDataManager.ApplySaveData(data);
     }
 }
예제 #2
0
        private IEnumerator LoadLevel(string saveData)
        {
            string levelName = defaultStartingLevel;

            if (string.IsNullOrEmpty(saveData))
            {
                // If no saveData, reset the database.
                DialogueManager.ResetDatabase(DatabaseResetOptions.RevertToDefault);
            }
            else
            {
                // Put saveData in Lua so we can get Variable["SavedLevelName"]:
                Lua.Run(saveData, true);
                levelName = DialogueLua.GetVariable("SavedLevelName").AsString;
                if (string.IsNullOrEmpty(levelName))
                {
                    levelName = defaultStartingLevel;
                }
            }

            // Load the level:
            PersistentDataManager.LevelWillBeUnloaded();
            if (Application.HasProLicense())
            {
                AsyncOperation async = Application.LoadLevelAsync(levelName);
                IsLoading = true;
                while (!async.isDone)
                {
                    yield return(null);
                }
                IsLoading = false;
            }
            else
            {
                Application.LoadLevel(levelName);
            }

            // Wait two frames for objects in the level to finish their Start() methods:
            yield return(null);

            yield return(null);

            // Then apply saveData to the objects:
            if (!string.IsNullOrEmpty(saveData))
            {
                PersistentDataManager.ApplySaveData(saveData);
            }
        }
        /// <summary>
        /// Loads the game from the data saved under the PlayerPrefs key.
        /// </summary>
        public void LoadGame(int slot)
        {
            if (SaveSystem.instance != null)
            {
                SaveSystem.LoadFromSlot(slot);
            }
            else
            {
                if (string.IsNullOrEmpty(playerPrefsKey))
                {
                    if (DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(string.Format("{0}: PlayerPrefs Key isn't set. Not loading.", new System.Object[] { DialogueDebug.Prefix }));
                    }
                    return;
                }
                string key = playerPrefsKey + slot.ToString();
                if (!PlayerPrefs.HasKey(key))
                {
                    if (DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(string.Format("{0}: No saved game in PlayerPrefs key '{1}'. Not loading.", new System.Object[] { DialogueDebug.Prefix, key }));
                    }
                    return;
                }
                if (DialogueDebug.logInfo)
                {
                    Debug.Log(string.Format("{0}: Loading save data from slot {1} and applying it.", new System.Object[] { DialogueDebug.Prefix, slot }));
                }

                // Load using the LevelManager if available; otherwise just apply saved-game data:
                string       saveData     = PlayerPrefs.GetString(key);
                LevelManager levelManager = FindLevelManager();
                if (levelManager != null)
                {
                    levelManager.LoadGame(saveData);
                }
                else
                {
                    PersistentDataManager.ApplySaveData(saveData, DatabaseResetOptions.KeepAllLoaded);
                    DialogueManager.SendUpdateTracker(); // Update quest tracker HUD.
                }
            }
        }
예제 #4
0
 public override void ApplyData(string data)
 {
     if (m_appliedImmediate)
     {
         m_appliedImmediate = false;
         if (skipApplyDataAfterFramesIfApplyImmediate)
         {
             PersistentDataManager.Apply();
             return;
         }
     }
     if (saveRawData)
     {
         var rawData = SaveSystem.Deserialize <RawData>(data);
         if (rawData != null && rawData.bytes != null)
         {
             PersistentDataManager.ApplyRawData(rawData.bytes);
         }
     }
     else
     {
         PersistentDataManager.ApplySaveData(data);
     }
 }
예제 #5
0
        private IEnumerator LoadLevelFromSaveData(string saveData)
        {
            if (DialogueDebug.logInfo)
            {
                Debug.Log("Dialogue System: LevelManager: Starting LoadLevelFromSaveData coroutine");
            }
            string levelName = defaultStartingLevel;

            if (string.IsNullOrEmpty(saveData))
            {
                // If no saveData, reset the database.
                if (DialogueDebug.logInfo)
                {
                    Debug.Log("Dialogue System: LevelManager: Save data is empty, so just resetting database");
                }
                DialogueManager.ResetDatabase(DatabaseResetOptions.RevertToDefault);
            }
            else
            {
                // Put saveData in Lua so we can get Variable["SavedLevelName"]:
                if (DialogueDebug.logInfo)
                {
                    Debug.Log("Dialogue System: LevelManager: Applying save data to get value of 'SavedLevelName' variable");
                }
                Lua.Run(saveData, DialogueDebug.logInfo);
                levelName = DialogueLua.GetVariable("SavedLevelName").asString;
                if (string.IsNullOrEmpty(levelName) || string.Equals(levelName, "nil"))
                {
                    levelName = defaultStartingLevel;
                    if (DialogueDebug.logInfo)
                    {
                        Debug.Log("Dialogue System: LevelManager: 'SavedLevelName' isn't defined. Using default level " + levelName);
                    }
                }
                else
                {
                    if (DialogueDebug.logInfo)
                    {
                        Debug.Log("Dialogue System: LevelManager: SavedLevelName = " + levelName);
                    }
                }
            }

            // Load the level:
            PersistentDataManager.LevelWillBeUnloaded();

            if (CanLoadAsync())
            {
                AsyncOperation async = Tools.LoadLevelAsync(levelName);
                isLoading = true;
                while (!async.isDone)
                {
                    yield return(null);
                }
                isLoading = false;
            }
            else
            {
                Tools.LoadLevel(levelName);
            }

            // Wait two frames for objects in the level to finish their Start() methods:
            if (DialogueDebug.logInfo)
            {
                Debug.Log("Dialogue System: LevelManager finished loading level " + levelName + ". Waiting 2 frames for scene objects to start.");
            }
            yield return(null);

            yield return(null);

            // Then apply saveData to the objects:
            if (!string.IsNullOrEmpty(saveData))
            {
                if (DialogueDebug.logInfo)
                {
                    Debug.Log("Dialogue System: LevelManager waited 2 frames. Appling save data: " + saveData);
                }
                PersistentDataManager.ApplySaveData(saveData);
            }

            // Update quest tracker HUD:
            DialogueManager.SendUpdateTracker();
        }
예제 #6
0
 public override void ApplyData(string data)
 {
     PersistentDataManager.ApplySaveData(data);
 }