Menu基本完成
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192
Assets/Scripts/Saving/GameSaveManager.cs
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192
Assets/Scripts/Saving/GameSaveManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using Ichni.Story;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni
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{
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public class GameSaveManager : SerializedMonoBehaviour
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{
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public static GameSaveManager instance;
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public SongSaveModule SongSaveModule;
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public StorySaveModule StorySaveModule;
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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SongSaveModule = new SongSaveModule();
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SongSaveModule.LoadSongStatuses();
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StorySaveModule = new StorySaveModule();
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StorySaveModule.LoadStoryVariables();
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StorySaveModule.LoadChoices();
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject);
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}
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}
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}
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public partial class SongSaveModule
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{
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public Dictionary<string, SongStatusSave> songStatusSaves;
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private string SongSavePath => Application.streamingAssetsPath + "/GameSaves/SongSaves.json";
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public SongSaveModule()
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{
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songStatusSaves = new Dictionary<string, SongStatusSave>();
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Debug.Log("Song save path: " + SongSavePath);
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}
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}
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public partial class SongSaveModule
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{
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[Button]
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public void SaveSongStatuses()
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{
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ES3.Save("SongSaves", songStatusSaves, SongSavePath);
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}
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public void LoadSongStatuses()
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{
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if (ES3.FileExists(SongSavePath))
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{
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songStatusSaves = ES3.Load<Dictionary<string, SongStatusSave>>("SongSaves", SongSavePath);
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}
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else
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{
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songStatusSaves = new Dictionary<string, SongStatusSave>();
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//TODO: delete
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songStatusSaves.Add("Chaos Zone", new SongStatusSave
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{
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isCompleted = false,
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additionalInfo = "",
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beatmapSaves = new Dictionary<string, BeatmapSave>()
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{
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{ "Easy", new BeatmapSave { accuracy = 0.0f, isFullCombo = false, isAllPerfect = false } },
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{ "Hard", new BeatmapSave { accuracy = 0.0f, isFullCombo = false, isAllPerfect = false } },
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{ "Chaos", new BeatmapSave { accuracy = 0.0f, isFullCombo = false, isAllPerfect = false } }
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}
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});
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}
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}
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[Button]
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public void ClearBeatmapRecords()
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{
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foreach (var songStatus in songStatusSaves.Values)
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{
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foreach (var beatmapSave in songStatus.beatmapSaves.Values)
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{
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beatmapSave.accuracy = 0.0f;
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beatmapSave.isFullCombo = false;
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beatmapSave.isAllPerfect = false;
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}
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}
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SaveSongStatuses();
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}
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}
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public partial class StorySaveModule
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{
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public Dictionary<string, List<TutorialBlockSave>> tutorialBlockSaves;
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public Dictionary<string, List<SongBlockSave>> songBlockSaves;
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public Dictionary<string, List<DialogBlockSave>> dialogBlockSaves;
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public Dictionary<string, List<BlockConnectorSave>> connectorSaves;
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public Dictionary<string, int> storyVariables;
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public Dictionary<string, int> selectedChoices;
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private string GetStorySavePath(string chapterName) => Application.streamingAssetsPath + "/StorySaves/" + chapterName + ".json";
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private string StoryVariablesPath => Application.streamingAssetsPath + "/StorySaves/StoryVariables.json";
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private string ChoicesPath => Application.streamingAssetsPath + "/StorySaves/Choices.json";
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public StorySaveModule()
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{
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tutorialBlockSaves = new Dictionary<string, List<TutorialBlockSave>>();
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songBlockSaves = new Dictionary<string, List<SongBlockSave>>();
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dialogBlockSaves = new Dictionary<string, List<DialogBlockSave>>();
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connectorSaves = new Dictionary<string, List<BlockConnectorSave>>();
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storyVariables = new Dictionary<string, int>();
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selectedChoices = new Dictionary<string, int>();
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Debug.Log("Story Variables path: " + StoryVariablesPath);
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}
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}
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public partial class StorySaveModule
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{
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public void LoadStoryline(string chapterName)
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{
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tutorialBlockSaves[chapterName] = ES3.Load<List<TutorialBlockSave>>("TutorialBlockSaves", GetStorySavePath(chapterName));
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songBlockSaves[chapterName] = ES3.Load<List<SongBlockSave>>("SongBlockSaves", GetStorySavePath(chapterName));
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dialogBlockSaves[chapterName] = ES3.Load<List<DialogBlockSave>>("TextBlockSaves", GetStorySavePath(chapterName));
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connectorSaves[chapterName] = ES3.Load<List<BlockConnectorSave>>("BlockConnectorSaves", GetStorySavePath(chapterName));
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}
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public void SaveStoryline(string chapterName, List<TutorialBlockSave> tutorialBlocks,
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List<SongBlockSave> songBlocks, List<DialogBlockSave> dialogBlocks,
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List<BlockConnectorSave> connectors)
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{
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ES3.Save("TutorialBlockSaves", tutorialBlocks, GetStorySavePath(chapterName));
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ES3.Save("SongBlockSaves", songBlocks, GetStorySavePath(chapterName));
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ES3.Save("TextBlockSaves", dialogBlocks, GetStorySavePath(chapterName));
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ES3.Save("BlockConnectorSaves", connectors, GetStorySavePath(chapterName));
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SaveStoryVariables();
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SaveChoices();
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}
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}
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public partial class StorySaveModule
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{
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public void SaveStoryVariables()
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{
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string path = Application.streamingAssetsPath + "/StorySaves/" + "StoryVariables.json";
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ES3.Save("StoryVariables", storyVariables, path);
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}
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public void LoadStoryVariables()
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{
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string path = Application.streamingAssetsPath + "/StorySaves/" + "StoryVariables.json";
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if (ES3.FileExists(path))
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{
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storyVariables = ES3.Load<Dictionary<string, int>>("StoryVariables", path);
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}
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else
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{
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storyVariables = new Dictionary<string, int>();
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}
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}
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public void SaveChoices()
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{
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string path = Application.streamingAssetsPath + "/StorySaves/" + "Choices.json";
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ES3.Save("Choices", selectedChoices, path);
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}
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public void LoadChoices()
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{
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string path = Application.streamingAssetsPath + "/StorySaves/" + "Choices.json";
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if (ES3.FileExists(path))
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{
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selectedChoices = ES3.Load<Dictionary<string, int>>("Choices", path);
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}
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else
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{
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selectedChoices = new Dictionary<string, int>();
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}
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}
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}
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}
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