Add quest saving manager system for user tasks

Add base auto saving when change scene
This commit is contained in:
kabix09 2022-06-19 02:56:04 +02:00
parent 602c94726a
commit 306c2f85c3
13 changed files with 405 additions and 11 deletions

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@ -84,7 +84,7 @@
<Compile Include="Assets\Scripts\FloatValue.cs" /> <Compile Include="Assets\Scripts\FloatValue.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" /> <Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
<Compile Include="Assets\Scripts\Item\EquippableItem.cs" /> <Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
<Compile Include="Assets\Scripts\SceneManager\LocalSceneManager.cs" /> <Compile Include="Assets\Scripts\SceneManager\SceneEquippableItemManager.cs" />
<Compile Include="Assets\PlayerName.cs" /> <Compile Include="Assets\PlayerName.cs" />
<Compile Include="Assets\breakable.cs" /> <Compile Include="Assets\breakable.cs" />
<Compile Include="Assets\Scripts\Task\TaskBox.cs" /> <Compile Include="Assets\Scripts\Task\TaskBox.cs" />

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@ -8,6 +8,7 @@ public class DoorBehaviour : MonoBehaviour
public static DoorBehaviour Instance; public static DoorBehaviour Instance;
public string SceneName = "SampleScene"; public string SceneName = "SampleScene";
public GameObject SaveController;
private void Awake() private void Awake()
{ {
if(Instance == null) if(Instance == null)
@ -33,6 +34,11 @@ public class DoorBehaviour : MonoBehaviour
public void ScenetToMoveTo() public void ScenetToMoveTo()
{ {
// 1. Save all befor change scene
SaveController.GetComponent<SaveController>().SaveItems();
SaveController.GetComponent<SaveController>().SaveQuests();
// 2. Change scene
SceneManager.LoadScene(this.SceneName); SceneManager.LoadScene(this.SceneName);
} }
} }

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@ -23,4 +23,9 @@ public class SaveController : MonoBehaviour
{ {
SceneEquippableItemManager.Instance.SaveEquippableItems(); SceneEquippableItemManager.Instance.SaveEquippableItems();
} }
public void SaveQuests()
{
SceneTaskManager.Instance.SaveQuests();
}
} }

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@ -5,8 +5,11 @@ using System.IO;
public static class SaveSystem public static class SaveSystem
{ {
public static string GetSavePath(string SubFolder) public static string GetSavePath(string SubFolder = null)
{ {
return Application.persistentDataPath + "/" + SubFolder; if(SubFolder != null)
return Application.persistentDataPath + "/" + SubFolder;
return Application.persistentDataPath;
} }
} }

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@ -0,0 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public static class SaveQuestSystem
{
public static void SaveQuestItem(Task quest, string ElementFolderName)
{
BinaryFormatter formatter = new BinaryFormatter();
// todo: add in scene name folder
string path = SaveSystem.GetSavePath(ElementFolderName);
Debug.Log(path);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path += "/" + quest.title + ".fun";
FileStream stream = new FileStream(path, FileMode.Create);
formatter.Serialize(stream, quest);
stream.Close();
}
public static void SaveQuestsList(List<Task> questsList, string ElementName)
{
BinaryFormatter formatter = new BinaryFormatter();
// todo: add in scene name folder
string path = SaveSystem.GetSavePath();
Debug.Log("Saved Quest at " + path);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path += "/" + ElementName + ".fun";
FileStream stream = new FileStream(path, FileMode.Create);
formatter.Serialize(stream, questsList);
stream.Close();
}
private static void Save()
{
}
public static Task LoadQuestItem(string questTitle, string ElementFolderName)
{
string path = SaveSystem.GetSavePath(ElementFolderName) + "/" + questTitle;// + ".fun";
if(File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
Task quest = formatter.Deserialize(stream) as Task;
stream.Close();
return quest;
} else {
Debug.Log("Save file not found in " + path);
return null;
}
}
public static List<Task> LoadQuestsList(string ElementName)
{
string path = SaveSystem.GetSavePath() + "/" + ElementName + ".fun";
if(File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
List<Task> equitabbleItemList = formatter.Deserialize(stream) as List<Task>;
stream.Close();
return equitabbleItemList;
} else {
Debug.Log("Save file not found in " + path);
return null;
}
}
private static void Load()
{
}
}

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@ -0,0 +1,132 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.SceneManagement;
using System.IO;
using System.Linq;
public class SceneTaskManager : MonoBehaviour
{
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
private const string STATIC_ELEMENT = "/StaticElements/";
[SerializeField]
public List<Task> TaskElements;
public bool isNewGame = true;
public bool isContinued = false;
public string MapName;
public string ElementFolderName = "Quest";
public string ItemsListName = "QuestsList";
public static SceneTaskManager Instance;
public void Awake()
{
if(Instance == null)
{
this.MapName = SceneManager.GetActiveScene().name;
Instance = this;
}else if (Instance != this)
{
Destroy(gameObject);
}
}
public void Start()
{
LoadQuests(); // load user quests
BuildQuests(TaskElements); // pass them to TaskManager
}
///<summary>
/// Pass quest to taskManager after load data
///</summary>
public void BuildQuests(List<Task> questList)
{
// pass to taskManager singleton
foreach(Task quest in questList)
TaskManager.Instance.AddTask(quest);
}
public int AddQuest(GameObject dynamicObject)
{
Task quest = dynamicObject.GetComponent<TaskBox>().task;
this.TaskElements.Add(quest);
return this.TaskElements.Count - 1;
}
public void RemoveQuest(string _title)
{
// 1. Fetch all matched quests - we search by title which shoudl be unique but who know :D
List<Task> questList = this.TaskElements.Where(quest => quest.title == _title).ToList();
// 2. Remove them
this.TaskElements.RemoveAll(quest => quest.title == _title);
}
///<summary>
/// Use TaskManaager list to save user quests - TaskManager.Instance.taskList
///</summary>
public void SaveQuests()
{
// Case I - if we remember all list
// 1) if after removed item form DynamicList is empty - remove all file
// 2) if after removed item form DynamciList there are another one - save updated list again
if(TaskManager.Instance.taskList.Count > 0) {
SaveQuestSystem.SaveQuestsList(TaskManager.Instance.taskList, this.ItemsListName);
} else {
string _path = SaveSystem.GetSavePath() + "/" + this.ItemsListName + ".fun";
try
{
Debug.Log("File to remove: " + _path);
if(File.Exists(_path))
{
File.Delete(_path);
}
}
catch (IOException ioExp)
{
Debug.LogError(ioExp.Message);
}
}
// Case II - if we rememenber object per file
// 1) remove specyfic file
//
// Unfortunatelly we don't use this way of saving items yet :D
}
///<summary>
/// Load quests to local list
/// Pass this to taskManager in outside method
///</summary>
public void LoadQuests()
{
string path = SaveSystem.GetSavePath();
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
return;
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
foreach(FileInfo file in fileInfo)
{
if(file.Name != this.ItemsListName + ".fun")
continue;
List<Task> taskList = SaveQuestSystem.LoadQuestsList(this.ItemsListName);
foreach(Task task in taskList)
TaskElements.Add(task);
}
}
}

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@ -14,7 +14,7 @@ public class TaskManager : MonoBehaviour
public bool isOpen = false; public bool isOpen = false;
[Header("Tasks list")] [Header("Tasks list")]
[SerializeField] List<Task> taskList; [SerializeField] public List<Task> taskList;
private void Awake() private void Awake()
{ {

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