#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.SaveLoad { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Save/Load")] [Opsive.Shared.Utility.Description("Serializes object to PlayerPrefs with key prefix.")] public class SerializeToPlayerPrefs : Action { [Tooltip("The key prefix for PlayerPrefs entries.")] [SerializeField] protected SharedVariable m_KeyPrefix = "SaveData_"; [Tooltip("The data to serialize (as JSON string).")] [SerializeField] protected SharedVariable m_DataToSerialize; [Tooltip("The main key to store the serialized data under.")] [SerializeField] protected SharedVariable m_MainKey = "SerializedData"; [Tooltip("Whether the serialization was successful.")] [SerializeField] [RequireShared] protected SharedVariable m_SerializeSuccessful; /// /// Serializes the data to PlayerPrefs. /// /// The status of the action. public override TaskStatus OnUpdate() { if (string.IsNullOrEmpty(m_MainKey.Value)) { m_SerializeSuccessful.Value = false; return TaskStatus.Success; } try { var keyPrefix = string.IsNullOrEmpty(m_KeyPrefix.Value) ? "SaveData_" : m_KeyPrefix.Value; var fullKey = keyPrefix + m_MainKey.Value; PlayerPrefs.SetString(fullKey, m_DataToSerialize.Value); PlayerPrefs.Save(); m_SerializeSuccessful.Value = true; } catch (System.Exception e) { Debug.LogError($"SerializeToPlayerPrefs: Failed to serialize data. Error: {e.Message}"); m_SerializeSuccessful.Value = false; } return TaskStatus.Success; } } } #endif