BS 0.1 基础构建完成 / 0.2 Visual 同为Unity UI控件部分
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160
Convention/[ES3]/Easy Save 3/Scripts/Auto Save/ES3AutoSaveMgr.cs
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160
Convention/[ES3]/Easy Save 3/Scripts/Auto Save/ES3AutoSaveMgr.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Linq;
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#if UNITY_VISUAL_SCRIPTING
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[Unity.VisualScripting.IncludeInSettings(true)]
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#elif BOLT_VISUAL_SCRIPTING
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[Ludiq.IncludeInSettings(true)]
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#endif
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public class ES3AutoSaveMgr : MonoBehaviour
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{
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public static ES3AutoSaveMgr _current = null;
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public static ES3AutoSaveMgr Current
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{
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get
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{
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if (_current == null /*|| _current.gameObject.scene != SceneManager.GetActiveScene()*/)
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{
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var scene = SceneManager.GetActiveScene();
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var roots = scene.GetRootGameObjects();
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// First, look for Easy Save 3 Manager in the top-level.
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foreach (var root in roots)
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if (root.name == "Easy Save 3 Manager")
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return _current = root.GetComponent<ES3AutoSaveMgr>();
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// If the user has moved or renamed the Easy Save 3 Manager, we need to perform a deep search.
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foreach (var root in roots)
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if ((_current = root.GetComponentInChildren<ES3AutoSaveMgr>()) != null)
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return _current;
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}
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return _current;
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}
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}
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// Included for backwards compatibility.
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public static ES3AutoSaveMgr Instance
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{
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get { return Current; }
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}
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public enum LoadEvent { None, Awake, Start }
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public enum SaveEvent { None, OnApplicationQuit, OnApplicationPause }
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public string key = System.Guid.NewGuid().ToString();
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public SaveEvent saveEvent = SaveEvent.OnApplicationQuit;
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public LoadEvent loadEvent = LoadEvent.Awake;
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public ES3SerializableSettings settings = new ES3SerializableSettings("AutoSave.es3", ES3.Location.Cache);
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public HashSet<ES3AutoSave> autoSaves = new HashSet<ES3AutoSave>();
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public void Save()
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{
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if (autoSaves == null || autoSaves.Count == 0)
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return;
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// If we're using caching and we've not already cached this file, cache it.
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if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings))
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ES3.CacheFile(settings);
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if (autoSaves == null || autoSaves.Count == 0)
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{
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ES3.DeleteKey(key, settings);
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}
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else
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{
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var gameObjects = new List<GameObject>();
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foreach (var autoSave in autoSaves)
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{
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// If the ES3AutoSave component is disabled, don't save it.
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if (autoSave != null && autoSave.enabled)
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gameObjects.Add(autoSave.gameObject);
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}
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// Save in the same order as their depth in the hierarchy.
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ES3.Save<GameObject[]>(key, gameObjects.OrderBy(x => GetDepth(x.transform)).ToArray(), settings);
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}
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if(settings.location == ES3.Location.Cache && ES3.FileExists(settings))
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ES3.StoreCachedFile(settings);
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}
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public void Load()
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{
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try
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{
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// If we're using caching and we've not already cached this file, cache it.
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if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings))
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ES3.CacheFile(settings);
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}
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catch { }
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ES3.Load<GameObject[]>(key, new GameObject[0], settings);
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}
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void Start()
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{
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if(loadEvent == LoadEvent.Start)
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Load();
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}
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public void Awake()
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{
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GetAutoSaves();
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if (loadEvent == LoadEvent.Awake)
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Load();
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}
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void OnApplicationQuit()
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{
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if(saveEvent == SaveEvent.OnApplicationQuit)
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Save();
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}
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void OnApplicationPause(bool paused)
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{
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if( (saveEvent == SaveEvent.OnApplicationPause ||
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(Application.isMobilePlatform && saveEvent == SaveEvent.OnApplicationQuit)) && paused)
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Save();
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}
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/* Register an ES3AutoSave with the ES3AutoSaveMgr, if there is one */
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public static void AddAutoSave(ES3AutoSave autoSave)
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{
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if(ES3AutoSaveMgr.Current != null)
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ES3AutoSaveMgr.Current.autoSaves.Add(autoSave);
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}
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/* Remove an ES3AutoSave from the ES3AutoSaveMgr, for example if it's GameObject has been destroyed */
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public static void RemoveAutoSave(ES3AutoSave autoSave)
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{
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if(ES3AutoSaveMgr.Current != null)
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ES3AutoSaveMgr.Current.autoSaves.Remove(autoSave);
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}
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/* Gathers all of the ES3AutoSave Components in the scene and registers them with the manager */
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public void GetAutoSaves()
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{
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autoSaves = new HashSet<ES3AutoSave>();
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foreach (var go in this.gameObject.scene.GetRootGameObjects())
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autoSaves.UnionWith(go.GetComponentsInChildren<ES3AutoSave>(true));
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}
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// Gets the depth of a Transform in the hierarchy.
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static int GetDepth(Transform t)
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{
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int depth = 0;
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while (t.parent != null)
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{
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t = t.parent;
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depth++;
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}
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return depth;
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}
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}
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