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MultiSaveManager.cs
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475 lines (387 loc) · 13.4 KB
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
public class MultiSaveManager : MonoBehaviour
{
[SerializeField] private string saveDirectoryName = "MyGameSaves";
[SerializeField] private string currentSaveId;
private IDataOperationService dataOps;
private Dictionary<string, GameSaveInfo> availableSaves;
private GameSaveInfo currentSave;
// Events for UI updates
public event Action<List<GameSaveInfo>> OnSaveListUpdated;
public event Action<GameSaveInfo> OnSaveLoaded;
public event Action<string> OnSaveDeleted;
// Public properties
public PlayerData PlayerData => dataOps?.GetDataPack<PlayerDataPack>()?.Data;
public WorldData WorldData => dataOps?.GetDataPack<WorldDataPack>()?.Data;
public SettingsData SettingsData => dataOps?.GetDataPack<SettingsDataPack>()?.Data;
public GameSaveInfo CurrentSave => currentSave;
public bool HasActiveSave => !string.IsNullOrEmpty(currentSaveId);
private void Awake()
{
availableSaves = new Dictionary<string, GameSaveInfo>();
InitializeSaveSystem();
}
private void Update()
{
// Test controls
if (Input.GetKeyDown(KeyCode.A)) SaveCurrentGame();
if (Input.GetKeyDown(KeyCode.D)) LoadGameById(currentSaveId);
if (Input.GetKeyDown(KeyCode.S)) LevelUp();
if (Input.GetKeyDown(KeyCode.N)) CreateNewSave("Test Save", "A test save file");
}
private async void InitializeSaveSystem()
{
await RefreshSaveList();
Debug.Log($"Save system initialized! Found {availableSaves.Count} saves.");
}
#region Save Management
public async Task<GameSaveInfo> CreateNewSave(string saveName, string description = "")
{
var saveId = GenerateUniqueSaveId();
var saveInfo = new GameSaveInfo
{
SaveId = saveId,
SaveName = saveName,
Description = description
};
// Switch to new save
await SwitchToSave(saveId);
// Initialize with default data
dataOps.ResetAll();
// Save the new game
await SaveGameAsync(saveInfo);
Debug.Log($"Created new save: {saveName} ({saveId})");
return saveInfo;
}
public async Task<bool> LoadGameById(string saveId)
{
if (string.IsNullOrEmpty(saveId) || !availableSaves.ContainsKey(saveId))
{
Debug.LogError($"Save not found: {saveId}");
return false;
}
await SwitchToSave(saveId);
await LoadGameDataAsync();
// Update last played time
currentSave.LastPlayedDate = DateTime.Now;
await SaveMetadata(currentSave);
OnSaveLoaded?.Invoke(currentSave);
Debug.Log($"Loaded save: {currentSave.SaveName}");
return true;
}
public async Task<bool> DeleteSave(string saveId)
{
if (string.IsNullOrEmpty(saveId) || !availableSaves.ContainsKey(saveId))
{
Debug.LogError($"Save not found: {saveId}");
return false;
}
var saveInfo = availableSaves[saveId];
var savePath = GetSaveDirectory(saveId);
if (Directory.Exists(savePath))
{
Directory.Delete(savePath, true);
}
availableSaves.Remove(saveId);
// If we deleted the current save, clear it
if (currentSaveId == saveId)
{
currentSaveId = null;
currentSave = null;
dataOps = null;
}
OnSaveDeleted?.Invoke(saveId);
Debug.Log($"Deleted save: {saveInfo.SaveName}");
return true;
}
public async Task<bool> DuplicateSave(string sourceId, string newName)
{
if (!availableSaves.ContainsKey(sourceId))
{
Debug.LogError($"Source save not found: {sourceId}");
return false;
}
var newSaveId = GenerateUniqueSaveId();
var sourcePath = GetSaveDirectory(sourceId);
var newPath = GetSaveDirectory(newSaveId);
// Copy directory
CopyDirectory(sourcePath, newPath);
// Update metadata
var newSaveInfo = new GameSaveInfo
{
SaveId = newSaveId,
SaveName = newName,
Description = $"Copy of {availableSaves[sourceId].SaveName}"
};
await SaveMetadata(newSaveInfo);
availableSaves[newSaveId] = newSaveInfo;
OnSaveListUpdated?.Invoke(GetSaveList());
Debug.Log($"Duplicated save: {newName}");
return true;
}
#endregion
#region Current Save Operations
public async Task SaveCurrentGame()
{
if (!HasActiveSave)
{
Debug.LogError("No active save to save to!");
return;
}
await SaveGameAsync(currentSave);
}
public void SaveCurrentGameSync()
{
if (!HasActiveSave)
{
Debug.LogError("No active save to save to!");
return;
}
SaveGameSync(currentSave);
}
#endregion
#region Internal Methods
private async Task SwitchToSave(string saveId)
{
currentSaveId = saveId;
currentSave = availableSaves.ContainsKey(saveId) ? availableSaves[saveId] : new GameSaveInfo { SaveId = saveId };
// Create new data operation service for this save
var dataService = new FileDataService(GetSaveDirectory(saveId));
dataOps = new DataOperationService(dataService);
}
private async Task LoadGameDataAsync()
{
if (dataOps == null)
{
Debug.LogError("No data operation service available!");
return;
}
await dataOps.LoadAsync();
if (dataOps.IsAllLoaded())
{
Debug.Log("All data loaded successfully!");
Debug.Log($"Player level: {PlayerData.Level}");
Debug.Log($"Completed quests: {WorldData.CompletedQuests.Count}");
}
else
{
Debug.LogWarning("Some data packs failed to load, using defaults");
}
}
private async Task SaveGameAsync(GameSaveInfo saveInfo)
{
if (dataOps == null)
{
Debug.LogError("No data operation service available!");
return;
}
// Update play time (simple example)
if (saveInfo.LastPlayedDate != default)
{
saveInfo.PlayTime = saveInfo.PlayTime.Add(DateTime.Now - saveInfo.LastPlayedDate);
}
saveInfo.LastPlayedDate = DateTime.Now;
// Save game data
await dataOps.SaveAsync();
// Save metadata
await SaveMetadata(saveInfo);
// Update our cache
availableSaves[saveInfo.SaveId] = saveInfo;
Debug.Log($"Game saved: {saveInfo.SaveName}");
}
private void SaveGameSync(GameSaveInfo saveInfo)
{
if (dataOps == null)
{
Debug.LogError("No data operation service available!");
return;
}
// Update play time
if (saveInfo.LastPlayedDate != default)
{
saveInfo.PlayTime = saveInfo.PlayTime.Add(DateTime.Now - saveInfo.LastPlayedDate);
}
saveInfo.LastPlayedDate = DateTime.Now;
// Save game data
dataOps.Save();
// Save metadata (sync version)
SaveMetadataSync(saveInfo);
// Update our cache
availableSaves[saveInfo.SaveId] = saveInfo;
Debug.Log($"Game saved: {saveInfo.SaveName}");
}
private async Task SaveMetadata(GameSaveInfo saveInfo)
{
var metadataPath = Path.Combine(GetSaveDirectory(saveInfo.SaveId), "metadata.json");
var json = JsonUtility.ToJson(saveInfo, true);
await File.WriteAllTextAsync(metadataPath, json);
}
private void SaveMetadataSync(GameSaveInfo saveInfo)
{
var metadataPath = Path.Combine(GetSaveDirectory(saveInfo.SaveId), "metadata.json");
var json = JsonUtility.ToJson(saveInfo, true);
File.WriteAllText(metadataPath, json);
}
private async Task<GameSaveInfo> LoadMetadata(string saveId)
{
var metadataPath = Path.Combine(GetSaveDirectory(saveId), "metadata.json");
if (!File.Exists(metadataPath))
{
// Create default metadata if it doesn't exist
var defaultInfo = new GameSaveInfo
{
SaveId = saveId,
SaveName = $"Save {saveId}",
Description = "Legacy save file"
};
await SaveMetadata(defaultInfo);
return defaultInfo;
}
try
{
var json = await File.ReadAllTextAsync(metadataPath);
return JsonUtility.FromJson<GameSaveInfo>(json);
}
catch (Exception ex)
{
Debug.LogError($"Failed to load metadata for save {saveId}: {ex.Message}");
return null;
}
}
public async Task RefreshSaveList()
{
availableSaves.Clear();
var baseDirectory = Path.Combine(Application.persistentDataPath, saveDirectoryName);
if (!Directory.Exists(baseDirectory))
{
Directory.CreateDirectory(baseDirectory);
OnSaveListUpdated?.Invoke(new List<GameSaveInfo>());
return;
}
var saveDirectories = Directory.GetDirectories(baseDirectory);
foreach (var saveDir in saveDirectories)
{
var saveId = Path.GetFileName(saveDir);
var saveInfo = await LoadMetadata(saveId);
if (saveInfo != null)
{
availableSaves[saveId] = saveInfo;
}
}
OnSaveListUpdated?.Invoke(GetSaveList());
}
private string GetSaveDirectory(string saveId)
{
return Path.Combine(Application.persistentDataPath, saveDirectoryName, saveId);
}
private string GenerateUniqueSaveId()
{
string saveId;
do
{
saveId = DateTime.Now.ToString("yyyyMMdd_HHmmss_") + UnityEngine.Random.Range(1000, 9999);
} while (availableSaves.ContainsKey(saveId));
return saveId;
}
private void CopyDirectory(string sourceDir, string destDir)
{
Directory.CreateDirectory(destDir);
foreach (var file in Directory.GetFiles(sourceDir))
{
var fileName = Path.GetFileName(file);
var destFile = Path.Combine(destDir, fileName);
File.Copy(file, destFile);
}
foreach (var directory in Directory.GetDirectories(sourceDir))
{
var dirName = Path.GetFileName(directory);
var destSubDir = Path.Combine(destDir, dirName);
CopyDirectory(directory, destSubDir);
}
}
#endregion
#region Public API
public List<GameSaveInfo> GetSaveList()
{
return availableSaves.Values.OrderByDescending(s => s.LastPlayedDate).ToList();
}
public GameSaveInfo GetSaveInfo(string saveId)
{
return availableSaves.TryGetValue(saveId, out var info) ? info : null;
}
public async Task RenameSave(string saveId, string newName)
{
if (availableSaves.ContainsKey(saveId))
{
availableSaves[saveId].SaveName = newName;
await SaveMetadata(availableSaves[saveId]);
OnSaveListUpdated?.Invoke(GetSaveList());
}
}
public async Task UpdateSaveDescription(string saveId, string description)
{
if (availableSaves.ContainsKey(saveId))
{
availableSaves[saveId].Description = description;
await SaveMetadata(availableSaves[saveId]);
}
}
public void AddCustomMetadata(string key, object value)
{
if (currentSave != null)
{
currentSave.CustomMetadata[key] = value;
}
}
public T GetCustomMetadata<T>(string key)
{
if (currentSave?.CustomMetadata.ContainsKey(key) == true)
{
return (T)currentSave.CustomMetadata[key];
}
return default(T);
}
#endregion
#region Game Logic Examples
public void LevelUp()
{
if (PlayerData != null)
{
PlayerData.Level++;
PlayerData.Experience = 0;
dataOps.Save<PlayerDataPack>();
Debug.Log($"Player leveled up to {PlayerData.Level}!");
}
}
public void CompleteQuest(string questId)
{
if (WorldData != null && !WorldData.CompletedQuests.Contains(questId))
{
WorldData.CompletedQuests.Add(questId);
dataOps.Save<WorldDataPack>();
Debug.Log($"Quest {questId} completed!");
}
}
#endregion
#region Application Lifecycle
private void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus && HasActiveSave)
{
SaveCurrentGameSync();
}
}
private void OnApplicationFocus(bool hasFocus)
{
if (!hasFocus && HasActiveSave)
{
SaveCurrentGameSync();
}
}
#endregion
}