net.dreditor.ui.savingloading 0.0.0-stage → 0.1.6

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Files changed (38) hide show
  1. package/DREditor.UI.SavingLoading.asmdef +23 -0
  2. package/DREditor.UI.SavingLoading.asmdef.meta +7 -0
  3. package/PostSavePoint.cs +58 -0
  4. package/PostSavePoint.cs.meta +11 -0
  5. package/ReturnToMenuOnPauseMenu.cs +114 -0
  6. package/ReturnToMenuOnPauseMenu.cs.meta +11 -0
  7. package/Samples/DRE_SavePoint.unity +262 -0
  8. package/Samples/DRE_SavePoint.unity.meta +7 -0
  9. package/Samples/Save_Point_Canvas_Shell.prefab +169 -0
  10. package/Samples/Save_Point_Canvas_Shell.prefab.meta +7 -0
  11. package/Samples/Save_Point_Canvas_Template.prefab +563 -0
  12. package/Samples/Save_Point_Canvas_Template.prefab.meta +7 -0
  13. package/Samples/Save_Point_System_Template.prefab +1434 -0
  14. package/Samples/Save_Point_System_Template.prefab.meta +7 -0
  15. package/Samples.meta +8 -0
  16. package/SaveDataDisplayerBase.cs +25 -0
  17. package/SaveDataDisplayerBase.cs.meta +11 -0
  18. package/SaveDateDisplayer.cs +147 -0
  19. package/SaveDateDisplayer.cs.meta +11 -0
  20. package/SaveLoadMenu.cs +299 -0
  21. package/SaveLoadMenu.cs.meta +11 -0
  22. package/SaveLoadMenuBase.cs +123 -0
  23. package/SaveLoadMenuBase.cs.meta +11 -0
  24. package/SavePointUI.cs +240 -0
  25. package/SavePointUI.cs.meta +11 -0
  26. package/SavePointUIBase.cs +135 -0
  27. package/SavePointUIBase.cs.meta +11 -0
  28. package/SavePointUIGameState.cs +121 -0
  29. package/SavePointUIGameState.cs.meta +11 -0
  30. package/SaveSlot.cs +82 -0
  31. package/SaveSlot.cs.meta +11 -0
  32. package/SaveSlotBase.cs +100 -0
  33. package/SaveSlotBase.cs.meta +11 -0
  34. package/SaveTitleDisplayer.cs +205 -0
  35. package/SaveTitleDisplayer.cs.meta +11 -0
  36. package/package.json +41 -6
  37. package/package.json.meta +7 -0
  38. package/README.md +0 -3
@@ -0,0 +1,23 @@
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+ {
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+ "name": "DREditor.UI.SavingLoading",
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+ "rootNamespace": "",
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+ "references": [
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+ "Unity.TextMeshPro",
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+ "DREditor",
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+ "DREditor.Fading",
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+ "DREditor.Progressing.Handling",
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+ "DREditor.States",
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+ "DREditor.UI",
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+ "DREditor.Audio",
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+ "DREditor.RoomLoading"
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+ ],
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+ "includePlatforms": [],
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+ "excludePlatforms": [],
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+ "allowUnsafeCode": false,
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+ "overrideReferences": false,
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+ "precompiledReferences": [],
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+ "autoReferenced": true,
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+ "defineConstraints": [],
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+ "versionDefines": [],
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+ "noEngineReferences": false
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+ }
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.EventObjects;
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+ using DREditor.RoomLoading;
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+ using System;
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+ using UnityEngine;
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+
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+ namespace DREditor.UI.SavingLoading
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Serializable]
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+ [CreateAssetMenu(menuName = "DREditor/Progression/Post Save Point", fileName = "Post Save Point")]
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+ public class PostSavePoint : ScriptableObject
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public string objective;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public string scene;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public bool changeObjective;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public int addstate;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public BoolWithEvent mode;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public string dialogueEvent = "";
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public RoomLoadOptionsAsset roomLoadingOptions;
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+ }
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+ }
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.Dialogues;
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+ using DREditor.Dialogues.Finishing;
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+ using DREditor.EventObjects;
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+ using DREditor.Fading;
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+ using DREditor.Services;
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+ using System.Collections;
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+ using UnityEngine;
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+ using UnityEngine.EventSystems;
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+
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+ namespace DREditor.UI.SavingLoading
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader("")]
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+ public class ReturnToMenuOnPauseMenu : ReturnToMenuHandler
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent inInstant = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent inDialogue = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent inTrialMode = null;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected float fadeOutDuration = 0.3f;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected IDialogueFinisher DialogueFinisher => ServiceLocator.GetService<IDialogueManager>().GetFinisher();
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ public virtual void ReturnToMenu()
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+ {
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+ EventSystem.current.SetSelectedGameObject(null);
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+
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+ ServiceLocator.GetService<IDialogueManager>().GetManagerComponent<DialogueDataClearer>().ClearSaveData();
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+
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+ StartCoroutine(FadeToMenu());
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <returns></returns>
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+ /// <remarks></remarks>
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+ public virtual IEnumerator FadeToMenu()
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+ {
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+ yield return ServiceLocator.GetService<GlobalFade>().FadeToRoutine(fadeOutDuration);
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+
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+ if (inDialogue.Value && !inTrialMode.Value)
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+ SubscribeToMenuOnDialogueFinish();
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+ else
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+ base.ReturnToMenu();
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void SubscribeToMenuOnDialogueFinish()
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+ {
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+ if (inInstant.Value && DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
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+ subscriber.SubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
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+ else if (!inInstant.Value)
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+ DialogueFinisher.SubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
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+ else
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+ UnityEngine.Debug.LogWarning("ALERT: Game is in Instant state and active dialogue finisher is not an " +
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+ nameof(IInstantDialogueFinisherSubscriber) + ". Player may not return to menu, contact Sweden for support.");
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+
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+ CallToTitleScreen();
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+
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+ Time.timeScale = 1;
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void ToMenuOnDialogueFinish()
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+ {
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+ DialogueFinisher.UnsubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
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+
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+ if (DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
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+ subscriber.UnsubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
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+
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+ LoadToScene();
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+ }
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+ }
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+ }
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