Firstborn/Assets/RPG Creation Kit/Scripts/Mutables/Mutable.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using UnityEditor;
using RPGCreationKit.SaveSystem;
namespace RPGCreationKit
{
/// <summary>
/// A mutable is a GameObject that holds itself plus another GameObject. A mutable can decide which one of either has to be activated.
/// An example can be a statue, you two versions of a statue, one that is intact and another with a broken piece.
///
/// At runtime you can decide to break that statue, so the intact one will mutate into the one broken.
/// </summary>
public class Mutable : MonoBehaviour
{
public string GUIDStr; // and ID for the item autoamtically generated
public GameObject normalObject;
public GameObject mutatedObject;
public bool isMutated = false;
[ContextMenu("Regenerate GUIDStr")]
public void RegenerateGUIDStr()
{
GUIDStr = System.Guid.NewGuid().ToString();
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
}
private void Start()
{
if (isMutated)
Mutate();
}
public void Mutate()
{
isMutated = true;
if(normalObject != null)
normalObject.SetActive(false);
if(mutatedObject != null)
mutatedObject.SetActive(true);
SaveOnSavefile();
}
public void RestoreToNormal()
{
isMutated = false;
if (mutatedObject != null)
mutatedObject.SetActive(false);
if(normalObject != null)
normalObject.SetActive(true);
SaveOnSavefile();
}
public MutableData ToSaveData()
{
MutableData newData = new MutableData(isMutated);
return newData;
}
public void LoadFromSavefile()
{
MutableData data;
SaveSystemManager.instance.saveFile.MutablesData.allMutables.TryGetValue(GUIDStr, out data);
if(data != null)
{
if (data.isMutated)
Mutate();
else
RestoreToNormal();
}
}
public void SaveOnSavefile()
{
var allMutables = SaveSystemManager.instance.saveFile.MutablesData.allMutables;
if (allMutables.ContainsKey(GUIDStr))
allMutables[GUIDStr] = ToSaveData();
else
allMutables.Add(GUIDStr, ToSaveData());
}
}
}