IndieGame/client/Assets/Plugins/Easy Save 3/PlayMaker/ES3PlayMaker.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

1908 lines
60 KiB
C#

#if PLAYMAKER_1_8_OR_NEWER
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ES3Internal;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMaker;
using System.Linq;
using System;
using Tooltip = HutongGames.PlayMaker.TooltipAttribute;
public class FsmES3File : ScriptableObject
{
public ES3File file;
}
public class FsmES3Spreadsheet : ScriptableObject
{
public ES3Spreadsheet spreadsheet;
}
namespace ES3PlayMaker
{
#region Base Classes
public abstract class ActionBase : FsmStateAction
{
[ActionSection("Error handling")]
[Tooltip("This event is triggered if an error occurs.")]
public FsmEvent errorEvent;
[Tooltip("If an error occurs, the error message will be stored in this variable.")]
public FsmString errorMessage;
public abstract void Enter();
public abstract void OnReset();
public override void OnEnter()
{
try
{
Enter();
}
catch (System.Exception e)
{
HandleError(e.ToString());
}
Finish();
}
public override void Reset()
{
errorEvent = null;
errorMessage = "";
OnReset();
}
public void HandleError(string msg)
{
errorMessage.Value = msg;
if (errorEvent != null)
Fsm.Event(errorEvent);
else
LogError(msg);
}
}
public abstract class SettingsAction : ActionBase
{
[ActionSection("Settings")]
public FsmBool overrideDefaultSettings = false;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[Tooltip("The path this ES3Settings object points to, if any.")]
public FsmString path;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[ObjectType(typeof(ES3.Location))]
[Tooltip("The storage location where we wish to store data by default.")]
public FsmEnum location;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[ObjectType(typeof(ES3.EncryptionType))]
[Tooltip("The type of encryption to use when encrypting data, if any.")]
public FsmEnum encryptionType;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[Tooltip("The password to use to encrypt the data if encryption is enabled.")]
public FsmString encryptionPassword;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[ObjectType(typeof(ES3.CompressionType))]
[Tooltip("The type of compression to use when compressing data, if any.")]
public FsmEnum compressionType;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[ObjectType(typeof(ES3.Directory))]
[Tooltip("The default directory in which to store files when using the File save location, and the location which relative paths should be relative to.")]
public FsmEnum directory;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[ObjectType(typeof(ES3.Format))]
[Tooltip("The format we should use when serializing and deserializing data.")]
public FsmEnum format;
[HutongGames.PlayMaker.HideIf("DefaultSettingsOverridden")]
[Tooltip("Any stream buffers will be set to this length in bytes.")]
public FsmInt bufferSize;
public bool DefaultSettingsOverridden()
{
return !overrideDefaultSettings.Value;
}
public override void Reset()
{
var settings = new ES3Settings();
path = settings.path;
location = settings.location;
encryptionType = settings.encryptionType;
compressionType = settings.compressionType;
encryptionPassword = settings.encryptionPassword;
directory = settings.directory;
format = settings.format;
bufferSize = settings.bufferSize;
overrideDefaultSettings = false;
base.Reset();
}
public ES3Settings GetSettings()
{
var settings = new ES3Settings();
if (overrideDefaultSettings.Value)
{
settings.path = path.Value;
settings.location = (ES3.Location)location.Value;
settings.encryptionType = (ES3.EncryptionType)encryptionType.Value;
settings.encryptionPassword = encryptionPassword.Value;
settings.compressionType = (ES3.CompressionType)compressionType.Value;
settings.directory = (ES3.Directory)directory.Value;
settings.format = (ES3.Format)format.Value;
settings.bufferSize = bufferSize.Value;
}
return settings;
}
}
public abstract class ES3FileAction : ActionBase
{
[Tooltip("The ES3 File we are using, created using the Create ES3 File action.")]
[ObjectType(typeof(FsmES3File))]
[Title("ES3 File")]
[RequiredField]
public FsmObject fsmES3File;
public ES3File es3File { get { return ((FsmES3File)fsmES3File.Value).file; } }
public override void Reset()
{
fsmES3File = null;
base.Reset();
}
}
public abstract class ES3FileSettingsAction : SettingsAction
{
[Tooltip("The ES3File variable we're using.")]
[ObjectType(typeof(FsmES3File))]
[Title("ES3 File")]
[RequiredField]
public FsmObject fsmES3File;
public ES3File es3File { get { return ((FsmES3File)fsmES3File.Value).file; } }
public override void Reset()
{
fsmES3File = null;
base.Reset();
}
}
public abstract class ES3SpreadsheetAction : ActionBase
{
[Tooltip("The ES3 Spreadsheet we are using, created using the Create ES3 Spreadsheet action.")]
[ObjectType(typeof(FsmES3Spreadsheet))]
[Title("ES3 Spreadsheet")]
[RequiredField]
public FsmObject fsmES3Spreadsheet;
public ES3Spreadsheet es3Spreadsheet { get { return ((FsmES3Spreadsheet)fsmES3Spreadsheet.Value).spreadsheet; } }
public override void Reset()
{
fsmES3Spreadsheet = null;
base.Reset();
}
}
public abstract class ES3SpreadsheetSettingsAction : SettingsAction
{
[Tooltip("The ES3Spreadsheet variable we're using.")]
[ObjectType(typeof(FsmES3Spreadsheet))]
[Title("ES3 Spreadsheet")]
[RequiredField]
public FsmObject fsmES3Spreadsheet;
public ES3Spreadsheet es3Spreadsheet { get { return ((FsmES3Spreadsheet)fsmES3Spreadsheet.Value).spreadsheet; } }
public override void Reset()
{
fsmES3Spreadsheet = null;
base.Reset();
}
}
#endregion
#region Save Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Saves the value to a file with the given key.")]
public class Save : SettingsAction
{
[Tooltip("The unique key we want to use to identity the data we are saving.")]
public FsmString key;
[Tooltip("The value we want to save.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
key = "key";
value = null;
}
public override void Enter()
{
value.UpdateValue();
if (value.Type == VariableType.Array)
ES3.Save(key.Value, new PMDataWrapper(value.arrayValue.Values), GetSettings());
else
ES3.Save(key.Value, value.GetValue(), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Saves multiple values to a file with the given keys.")]
public class SaveMultiple : SettingsAction
{
[RequiredField]
[CompoundArray("Count", "Key", "Value")]
public FsmString[] keys;
[Tooltip("The value we want to save.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar[] variables;
public override void OnReset()
{
keys = null;
variables = null;
}
public override void Enter()
{
for (int i = 0; i < variables.Length; i++)
{
var key = keys[i];
var value = variables[i];
value.UpdateValue();
if (value.Type == VariableType.Array)
ES3.Save(key.Value, new PMDataWrapper(value.arrayValue.Values), GetSettings());
else
ES3.Save(key.Value, value.GetValue(), GetSettings());
}
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Saves all FsmVariables in this FSM to a file with the given key.")]
public class SaveAll : SettingsAction
{
[Tooltip("The unique key we want to use to identity the data we are saving.")]
public FsmString key;
[Tooltip("Save the local variables accessible in this FSM?")]
public FsmBool saveFsmVariables = true;
[Tooltip("Save the global variables accessible in all FSMs?")]
public FsmBool saveGlobalVariables = true;
public override void OnReset()
{
key = "key";
}
public override void Enter()
{
ES3.Save(key.Value, new PMDataWrapper(Fsm, saveFsmVariables.Value, saveGlobalVariables.Value), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Saves a byte array as a file, overwriting any existing files.")]
public class SaveRaw : SettingsAction
{
[Tooltip("The string we want to save as a file.")]
public FsmString str;
[Tooltip("Whether to encode this string using Base-64 encoding. This will override any default encoding settings.")]
public FsmBool useBase64Encoding;
[Tooltip("Adds a newline to the end of the file.")]
public FsmBool appendNewline;
public override void OnReset()
{
str = "";
useBase64Encoding = false;
appendNewline = false;
}
public override void Enter()
{
if (useBase64Encoding.Value)
ES3.SaveRaw(System.Convert.FromBase64String(str.Value + (appendNewline.Value ? "\n" : "")), GetSettings());
else
ES3.SaveRaw(str.Value + (appendNewline.Value ? "\n" : ""), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Appends a string to the end of a file.")]
public class AppendRaw : SettingsAction
{
[Tooltip("The string we want to append to a file.")]
public FsmString str;
[Tooltip("Whether to encode this string using Base-64 encoding. This will override any default encoding settings.")]
public FsmBool useBase64Encoding;
[Tooltip("If checked, a newline will be added after the data.")]
public FsmBool appendNewline;
public override void OnReset()
{
str = "";
useBase64Encoding = false;
appendNewline = false;
}
public override void Enter()
{
if (useBase64Encoding.Value)
ES3.AppendRaw(System.Convert.FromBase64String(str.Value) + (appendNewline.Value ? "\n" : ""), GetSettings());
else
ES3.AppendRaw(str.Value + (appendNewline.Value ? "\n" : ""), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Saves a Texture2D as a PNG or a JPG, depending on the file extension of the supplied image path.")]
public class SaveImage : SettingsAction
{
[Tooltip("The relative or absolute path of the PNG or JPG file we want to store our image to.")]
public FsmString imagePath;
[Tooltip("The Texture2D we want to save as an image.")]
[ObjectType(typeof(Texture2D))]
public FsmTexture texture2D;
[Tooltip("The quality of the image when saving JPGs, from 1 to 100. Default is 75.")]
public FsmInt quality;
public override void OnReset()
{
imagePath = "image.png";
texture2D = null;
quality = 75;
}
public override void Enter()
{
ES3.SaveImage((Texture2D)texture2D.Value, quality.Value, imagePath.Value, GetSettings());
}
}
#endregion
#region Load Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Loads a value from a file with the given key.")]
public class Load : SettingsAction
{
[Tooltip("The unique key which identifies the data we're loading.")]
public FsmString key;
[Tooltip("The variable we want to use to store our loaded data.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
[Tooltip("Optional: A value to return if the key does not exist.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar defaultValue;
public override void OnReset()
{
key = "key";
value = null;
defaultValue = null;
}
public override void Enter()
{
defaultValue.UpdateValue();
bool useDefaultVal = defaultValue.GetValue() != null && !defaultValue.IsNone;
if (value.Type == VariableType.Array)
{
if (useDefaultVal)
value.SetValue(ES3.Load<PMDataWrapper>(key.Value, new PMDataWrapper(defaultValue.arrayValue.Values), GetSettings()).array);
else
value.SetValue(ES3.Load<PMDataWrapper>(key.Value, GetSettings()).array);
}
else
{
if (useDefaultVal)
value.SetValue(ES3.Load<object>(key.Value, defaultValue.GetValue(), GetSettings()));
else
value.SetValue(ES3.Load<object>(key.Value, GetSettings()));
}
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads multiple values from a file with the given keys.")]
public class LoadMultiple : SettingsAction
{
[RequiredField]
[CompoundArray("Count", "Key", "Value")]
public FsmString[] keys;
[Tooltip("The variables we want to load into.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar[] variables;
public override void OnReset()
{
keys = null;
variables = null;
}
public override void Enter()
{
for (int i = 0; i < variables.Length; i++)
{
var key = keys[i];
var value = variables[i];
if (value.Type == VariableType.Array)
value.SetValue(ES3.Load<PMDataWrapper>(key.Value, GetSettings()).array);
else
value.SetValue(ES3.Load<object>(key.Value, GetSettings()));
}
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads a value from a file with the given key into an existing object, rather than creating a new instance.")]
public class LoadInto : SettingsAction
{
[Tooltip("The unique key which identifies the data we're loading.")]
public FsmString key;
[Tooltip("The object we want to load our data into.")]
[RequiredField]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
key = "key";
value = null;
}
public override void Enter()
{
value.UpdateValue();
if (value.IsNone || value.GetValue() == null)
HandleError("The 'Load Into' action requires an object to load the data into, but none was specified in the 'Value' field.");
else
{
ES3.LoadInto<object>(key.Value, value.GetValue(), GetSettings());
if (value.Type == VariableType.Array)
HandleError("It's not possible to use LoadInto with arrays in PlayMaker as they are not strictly typed. Consider using Load instead.");
else
value.SetValue(ES3.Load<object>(key.Value, GetSettings()));
}
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads all FsmVariables in this FSM to a file with the given key.")]
public class LoadAll : SettingsAction
{
[Tooltip("The key we used to save the data we're loading.")]
public FsmString key;
[Tooltip("Load the local variables accessible in this FSM?")]
public FsmBool loadFsmVariables = true;
[Tooltip("Load the global variables accessible in all FSMs?")]
public FsmBool loadGlobalVariables = true;
public override void OnReset()
{
key = "key";
}
public override void Enter()
{
ES3.Load<PMDataWrapper>(key.Value, GetSettings()).ApplyVariables(Fsm, loadFsmVariables.Value, loadGlobalVariables.Value);
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads an entire file as a string.")]
public class LoadRawString : SettingsAction
{
[Tooltip("The variable we want to store our loaded string in.")]
public FsmString str;
[Tooltip("Whether or not the data we're loading is Base-64 encoded. Usually this should be left unchecked.")]
public FsmBool useBase64Encoding;
public override void OnReset()
{
str = null;
useBase64Encoding = false;
}
public override void Enter()
{
if (useBase64Encoding.Value)
str.Value = System.Convert.ToBase64String(ES3.LoadRawBytes(GetSettings()));
else
str.Value = ES3.LoadRawString(GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads a JPG or PNG image file as a Texture2D.")]
public class LoadImage : SettingsAction
{
[Tooltip("The relative or absolute path of the JPG or PNG image file we want to load.")]
public FsmString imagePath;
[Tooltip("The variable we want to use to store our loaded texture.")]
public FsmTexture texture2D;
public override void OnReset()
{
imagePath = "image.png";
texture2D = null;
}
public override void Enter()
{
texture2D.Value = ES3.LoadImage(imagePath.Value, GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads an audio file as an AudioClip.")]
public class LoadAudio : SettingsAction
{
[Tooltip("The relative or absolute path of the audio file we want to load.")]
public FsmString audioFilePath;
[ObjectType(typeof(AudioClip))]
[Tooltip("The variable we want to use to store our loaded AudioClip.")]
public FsmObject audioClip;
#if UNITY_2018_3_OR_NEWER
[Tooltip("The type of AudioClip we're loading.")]
[ObjectType(typeof(AudioType))]
public FsmEnum audioType;
#endif
public override void OnReset()
{
audioFilePath = "audio.wav";
audioClip = null;
#if UNITY_2018_3_OR_NEWER
audioType = AudioType.MPEG;
#endif
}
public override void Enter()
{
audioClip.Value = ES3.LoadAudio(audioFilePath.Value,
#if UNITY_2018_3_OR_NEWER
(AudioType)audioType.Value,
#endif
GetSettings());
}
}
#endregion
#region Exists Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Checks whether a key exists in a file.")]
public class KeyExists : SettingsAction
{
[Tooltip("The key we want to check the existence of.")]
public FsmString key;
[Tooltip("Whether the key exists. This is set after the action runs.")]
public FsmBool exists;
[Tooltip("This event is triggered if the key exists.")]
public FsmEvent existsEvent;
[Tooltip("This event is triggered if the key does not exist.")]
public FsmEvent doesNotExistEvent;
public override void OnReset()
{
key = "key";
exists = false;
existsEvent = null;
doesNotExistEvent = null;
}
public override void Enter()
{
exists.Value = ES3.KeyExists(key.Value, GetSettings());
Fsm.Event(exists.Value ? existsEvent : doesNotExistEvent);
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Checks whether a file exists in a directory.")]
public class FileExists : SettingsAction
{
[Tooltip("The file we want to check the existence of")]
public FsmString filePath;
[Tooltip("Whether the file exists. This is set after the action runs.")]
public FsmBool exists;
[Tooltip("This event is triggered if the file exists.")]
public FsmEvent existsEvent;
[Tooltip("This event is triggered if the file does not exist.")]
public FsmEvent doesNotExistEvent;
public override void OnReset()
{
filePath = "SaveFile.es3";
exists = false;
existsEvent = null;
doesNotExistEvent = null;
}
public override void Enter()
{
exists.Value = ES3.FileExists(filePath.Value, GetSettings());
Fsm.Event(exists.Value ? existsEvent : doesNotExistEvent);
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Checks whether a directory exists in another directory")]
public class DirectoryExists : SettingsAction
{
[Tooltip("The directory we want to check the existence of.")]
public FsmString directoryPath;
[Tooltip("Whether the directory exists. This is set after the action runs.")]
public FsmBool exists;
[Tooltip("This event is triggered if the directory exists.")]
public FsmEvent existsEvent;
[Tooltip("This event is triggered if the directory does not exist.")]
public FsmEvent doesNotExistEvent;
public override void OnReset()
{
directoryPath = "";
exists = false;
existsEvent = null;
doesNotExistEvent = null;
}
public override void Enter()
{
exists.Value = ES3.DirectoryExists(directoryPath.Value, GetSettings());
Fsm.Event(exists.Value ? existsEvent : doesNotExistEvent);
}
}
#endregion
#region Delete Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Deletes a key from a file.")]
public class DeleteKey : SettingsAction
{
[Tooltip("The key we want to delete.")]
public FsmString key;
public override void OnReset()
{
key = "key";
}
public override void Enter()
{
ES3.DeleteKey(key.Value, GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Deletes a file.")]
public class DeleteFile : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to delete.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "SaveFile.es3";
}
public override void Enter()
{
ES3.DeleteFile(filePath.Value, GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Deletes a directory and it's contents.")]
public class DeleteDirectory : SettingsAction
{
[Tooltip("The relative or absolute path of the directory we want to delete.")]
public FsmString directoryPath;
public override void OnReset()
{
directoryPath = "";
}
public override void Enter()
{
ES3.DeleteDirectory(directoryPath.Value, GetSettings());
}
}
#endregion
#region Backup Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Creates a backup of a file which can be restored using the Restore Backup action.")]
public class CreateBackup : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to backup.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "SaveFile.es3";
}
public override void Enter()
{
ES3.CreateBackup(filePath.Value, GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Restores a backup of a file created using the Create Backup action.")]
public class RestoreBackup : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to restore the backup of.")]
public FsmString filePath;
[Tooltip("True if a backup was restored, or False if no backup could be found.")]
public FsmBool backupWasRestored;
public override void OnReset()
{
filePath = "SaveFile.es3";
backupWasRestored = false;
}
public override void Enter()
{
backupWasRestored.Value = ES3.RestoreBackup(filePath.Value, GetSettings());
}
}
#endregion
#region Key, File and Directory Methods
[ActionCategory("Easy Save 3")]
[Tooltip("Renames a file.")]
public class RenameFile : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to rename from.")]
public FsmString oldFilePath;
[Tooltip("The relative or absolute path of the file we want to rename to.")]
public FsmString newFilePath;
public override void OnReset()
{
oldFilePath = "SaveFile.es3";
newFilePath = "";
}
public override void Enter()
{
ES3.RenameFile(oldFilePath.Value, newFilePath.Value, GetSettings(), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Copies a file.")]
public class CopyFile : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to copy.")]
public FsmString oldFilePath;
[Tooltip("The relative or absolute path of the file we want to create.")]
public FsmString newFilePath;
public override void OnReset()
{
oldFilePath = "SaveFile.es3";
newFilePath = "";
}
public override void Enter()
{
ES3.CopyFile(oldFilePath.Value, newFilePath.Value, GetSettings(), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Copies a directory.")]
public class CopyDirectory : SettingsAction
{
[Tooltip("The relative or absolute path of the directory we want to copy.")]
public FsmString oldDirectoryPath;
[Tooltip("The relative or absolute path of the directory we want to create.")]
public FsmString newDirectoryPath;
public override void OnReset()
{
oldDirectoryPath = "";
newDirectoryPath = "";
}
public override void Enter()
{
ES3.CopyDirectory(oldDirectoryPath.Value, newDirectoryPath.Value, GetSettings(), GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Gets an array of key names from a file.")]
public class GetKeys : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to get the keys from.")]
public FsmString filePath;
[Tooltip("The string array variable we want to load our key names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray keys;
public override void OnReset()
{
filePath = "SaveFile.es3";
keys = null;
}
public override void Enter()
{
keys.Values = ES3.GetKeys(filePath.Value, GetSettings());
keys.SaveChanges();
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Gets how many keys are in a file.")]
public class GetKeyCount : SettingsAction
{
[Tooltip("The relative or absolute path of the file we want to count the keys of.")]
public FsmString filePath;
[Tooltip("The int variable we want to load our count into.")]
public FsmInt keyCount;
public override void OnReset()
{
filePath = "SaveFile.es3";
keyCount = null;
}
public override void Enter()
{
keyCount.Value = ES3.GetKeys(filePath.Value, GetSettings()).Length;
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Gets the names of the files in a given directory.")]
public class GetFiles : SettingsAction
{
[Tooltip("The relative or absolute path of the directory we want to get the file names from.")]
public FsmString directoryPath;
[Tooltip("The string array variable we want to load our file names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray files;
public override void OnReset()
{
directoryPath = "";
files = null;
}
public override void Enter()
{
files.Values = ES3.GetFiles(directoryPath.Value, GetSettings());
files.SaveChanges();
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Gets the names of any directories in a given directory.")]
public class GetDirectories : SettingsAction
{
[Tooltip("The relative or absolute path of the directory we want to get the directory names from.")]
public FsmString directoryPath;
[Tooltip("The string array variable we want to load our directory names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray directories;
public override void OnReset()
{
directoryPath = "";
directories = null;
}
public override void Enter()
{
directories.Values = ES3.GetDirectories(directoryPath.Value, GetSettings());
directories.SaveChanges();
}
}
#endregion
#region ES3Spreadsheet Actions
[ActionCategory("Easy Save 3")]
[Tooltip("Creates a new empty ES3Spreadsheet.")]
public class ES3SpreadsheetCreate : ES3SpreadsheetAction
{
public override void OnReset()
{
}
public override void Enter()
{
var spreadsheet = ScriptableObject.CreateInstance<FsmES3Spreadsheet>();
spreadsheet.spreadsheet = new ES3Spreadsheet();
fsmES3Spreadsheet.Value = spreadsheet;
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Sets a given cell of the ES3Spreadsheet to the value provided.")]
public class ES3SpreadsheetSetCell : ES3SpreadsheetAction
{
[Tooltip("The column of the cell we want to set the value of.")]
public FsmInt col;
[Tooltip("The row of the cell we want to set the value of.")]
public FsmInt row;
[Tooltip("The value we want to save.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
value = null;
}
public override void Enter()
{
value.UpdateValue();
es3Spreadsheet.SetCell(col.Value, row.Value, value.GetValue());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Gets a given cell of the ES3Spreadsheet and loads it into the value field.")]
public class ES3SpreadsheetGetCell : ES3SpreadsheetAction
{
[Tooltip("The column of the cell we want to set the value of.")]
public FsmInt col;
[Tooltip("The row of the cell we want to set the value of.")]
public FsmInt row;
[Tooltip("The value we want to save.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
value = null;
}
public override void Enter()
{
value.SetValue(es3Spreadsheet.GetCell(value.RealType, col.Value, row.Value));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Saves the ES3Spreadsheet to file.")]
public class ES3SpreadsheetSave : ES3SpreadsheetSettingsAction
{
[Tooltip("The filename or path we want to use to save the spreadsheet.")]
public FsmString filePath;
[Tooltip("Whether we want to append this spreadsheet to an existing spreadsheet if one already exists.")]
public FsmBool append;
public override void OnReset()
{
filePath = "ES3.csv";
append = false;
}
public override void Enter()
{
es3Spreadsheet.Save(filePath.Value, GetSettings(), append.Value);
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Loads a a spreadsheet from a file into this ES3Spreadsheet.")]
public class ES3SpreadsheetLoad : ES3SpreadsheetSettingsAction
{
[Tooltip("The filename or path we want to use to save the spreadsheet.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "ES3.csv";
}
public override void Enter()
{
es3Spreadsheet.Load(filePath.Value, GetSettings());
}
}
#endregion
#region ES3File Actions
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Creates a new ES3File, and optionally loads a file from storage into it.")]
public class ES3FileCreate : ES3FileSettingsAction
{
[Tooltip("The relative or absolute path of the file this ES3File represents in storage.")]
public FsmString filePath;
[Tooltip("Whether we should sync this ES3File with the one in storage immediately after creating it.")]
public FsmBool syncWithFile;
public override void OnReset()
{
filePath = "SaveFile.es3";
syncWithFile = true;
}
public override void Enter()
{
var file = ScriptableObject.CreateInstance<FsmES3File>();
file.file = new ES3File(filePath.Value, GetSettings(), syncWithFile.Value);
fsmES3File.Value = file;
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Synchronises this ES3File with a file in storage.")]
public class ES3FileSync : ES3FileSettingsAction
{
[Tooltip("The relative or absolute path of the file we want to synchronise with in storage.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "SaveFile.es3";
}
public override void Enter()
{
if (overrideDefaultSettings.Value)
es3File.Sync(GetSettings());
else
es3File.Sync();
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Saves the value to the ES3File with the given key.")]
public class ES3FileSave : ES3FileAction
{
[Tooltip("The unique key we want to use to identity the data we are saving.")]
public FsmString key;
[Tooltip("The value we want to save.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
key = "key";
value = null;
}
public override void Enter()
{
value.UpdateValue();
es3File.Save(key.Value, value.GetValue());
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Loads a value with the given key from the ES3File")]
public class ES3FileLoad : ES3FileAction
{
[Tooltip("The unique key which identifies the data we're loading.")]
public FsmString key;
[Tooltip("The variable we want to use to store our loaded data.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
[Tooltip("Optional: A value to return if the key does not exist.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar defaultValue;
public override void OnReset()
{
key = "key";
value = null;
defaultValue = null;
}
public override void Enter()
{
defaultValue.UpdateValue();
if (defaultValue.GetValue() != null && !defaultValue.IsNone)
value.SetValue(es3File.Load<object>(key.Value, defaultValue.GetValue()));
else
value.SetValue(es3File.Load<object>(key.Value));
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Loads a value with the given key from the ES3File into an existing object")]
public class ES3FileLoadInto : ES3FileAction
{
[Tooltip("The unique key which identifies the data we're loading.")]
public FsmString key;
[Tooltip("The variable we want to load our data into.")]
[UIHint(UIHint.Variable)]
[HideTypeFilter]
public FsmVar value;
public override void OnReset()
{
key = "key";
value = null;
}
public override void Enter()
{
value.UpdateValue();
es3File.LoadInto<object>(key.Value, value.GetValue());
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Loads the entire ES3 File as a string")]
public class ES3FileLoadRawString : ES3FileAction
{
[Tooltip("The FsmArray variable we want to use to store our string representing the file.")]
public FsmString str;
[Tooltip("Whether or not the data we're loading is Base-64 encoded. Usually this should be left unchecked.")]
public FsmBool useBase64Encoding;
public override void OnReset()
{
str = null;
useBase64Encoding = false;
}
public override void Enter()
{
if (useBase64Encoding.Value)
str.Value = System.Convert.ToBase64String(es3File.LoadRawBytes());
else
str.Value = es3File.LoadRawString();
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Deletes a key from an ES3 File.")]
public class ES3FileDeleteKey : ES3FileAction
{
[Tooltip("The key we want to delete.")]
public FsmString key;
public override void OnReset()
{
key = "key";
}
public override void Enter()
{
es3File.DeleteKey(key.Value);
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Checks whether a key exists in an ES3File.")]
public class ES3FileKeyExists : ES3FileAction
{
[Tooltip("The key we want to check the existence of.")]
public FsmString key;
[Tooltip("Whether the key exists. This is set after the action runs.")]
public FsmBool exists;
[Tooltip("This event is triggered if the key exists.")]
public FsmEvent existsEvent;
[Tooltip("This event is triggered if the key does not exist.")]
public FsmEvent doesNotExistEvent;
public override void OnReset()
{
key = "key";
exists = false;
existsEvent = null;
doesNotExistEvent = null;
}
public override void Enter()
{
exists.Value = es3File.KeyExists(key.Value);
if (exists.Value && existsEvent != null)
Fsm.Event(existsEvent);
else if (doesNotExistEvent != null)
Fsm.Event(doesNotExistEvent);
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Gets an array of key names from an ES3File.")]
public class ES3FileGetKeys : ES3FileAction
{
[Tooltip("The string array variable we want to load our key names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray keys;
public override void OnReset()
{
keys = null;
}
public override void Enter()
{
keys.Values = es3File.GetKeys();
keys.SaveChanges();
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Clears all keys from an ES3File.")]
public class ES3FileClear : ES3FileAction
{
public override void OnReset() { }
public override void Enter()
{
es3File.Clear();
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Gets an array of key names from a file.")]
public class ES3FileSize : ES3FileAction
{
[Tooltip("The variable we want to put the file size into.")]
public FsmInt size;
public override void OnReset()
{
size = 0;
}
public override void Enter()
{
size.Value = es3File.Size();
}
}
#endregion
#region ES3Cloud Actions
#if !DISABLE_WEB
public abstract class ES3CloudAction : SettingsAction
{
[Tooltip("The URL to the ES3Cloud.php file on your server.")]
[RequiredField]
public FsmString url;
[Tooltip("The API key generated when installing ES3 Cloud on your server.")]
[RequiredField]
public FsmString apiKey;
[Tooltip("The ES3File variable we're using.")]
[ObjectType(typeof(FsmES3File))]
[Title("ES3 File")]
[RequiredField]
public FsmObject fsmES3File;
public ES3File es3File { get { return ((FsmES3File)fsmES3File.Value).file; } }
[Tooltip("An error code if an error occurred.")]
public FsmInt errorCode;
protected ES3Cloud cloud = null;
public override void OnReset()
{
url = "http://www.myserver.com/ES3Cloud.php";
errorCode = 0;
cloud = null;
fsmES3File = null;
}
public override void OnEnter()
{
try
{
CreateES3Cloud();
Enter();
}
catch (System.Exception e)
{
HandleError(e.ToString());
}
}
public override void OnUpdate()
{
base.OnUpdate();
if (cloud.isDone)
{
if (cloud.isError)
{
errorCode.Value = (int)cloud.errorCode;
errorMessage.Value = cloud.error;
Log("Error occurred when trying to perform operation with ES3Cloud: [Error " + cloud.errorCode + "] " + cloud.error);
Fsm.Event(errorEvent);
}
else
Finish();
}
}
protected void CreateES3Cloud()
{
cloud = new ES3Cloud(url.Value, apiKey.Value);
}
}
public abstract class ES3CloudUserAction : ES3CloudAction
{
[ActionSection("User (optional)")]
public FsmString user;
public FsmString password;
public override void OnReset()
{
base.OnReset();
user = "";
password = "";
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Synchronises a file in storage with the server.")]
public class ES3CloudSync : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.Sync(path.Value, settings));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Uploads a file in storage to the server, overwriting any existing files.")]
public class ES3CloudUploadFile : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.UploadFile(path.Value, user.Value, password.Value, settings));
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Uploads a file in storage to the server, overwriting any existing files.")]
public class ES3CloudUploadES3File : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.UploadFile(es3File, user.Value, password.Value));
}
}
[ActionCategory("Deprecated Easy Save 3 actions")]
[Tooltip("Downloads a file from the server, overwriting any existing files, or returning error code 3 if no file exists on the server.")]
public class ES3CloudDownloadES3File : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.DownloadFile(es3File, user.Value, password.Value));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Downloads a file from the server into an file, or returning error code 3 if no file exists on the server.")]
public class ES3CloudDownloadFile : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.DownloadFile(path.Value, user.Value, password.Value, settings));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Downloads a file from the server, overwriting any existing files, or returning error code 3 if no file exists on the server.")]
public class ES3CloudDeleteFile : ES3CloudUserAction
{
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.DeleteFile(path.Value, user.Value, password.Value, settings));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Renames a file on the server, overwriting any existing files, or returning error code 3 if no file exists on the server.")]
public class ES3CloudRenameFile : ES3CloudUserAction
{
[Tooltip("The name we want to rename the file to.")]
public FsmString newFilename;
public override void Enter()
{
var settings = GetSettings();
StartCoroutine(cloud.RenameFile(path.Value, newFilename.Value, user.Value, password.Value, settings));
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Downloads the names of all of the files on the server for the given user.")]
public class ES3CloudDownloadFilenames : ES3CloudUserAction
{
[Tooltip("The string array variable we want to load our file names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray filenames;
[Tooltip("An optional search pattern containing '%' or '_' wildcards where '%' represents zero, one, or multiple characters, and '_' represents a single character. See https://www.w3schools.com/sql/sql_like.asp for more info.")]
public FsmString searchPattern;
public override void OnReset()
{
filenames = null;
searchPattern = "";
}
public override void Enter()
{
StartCoroutine(cloud.SearchFilenames(string.IsNullOrEmpty(searchPattern.Value) ? "%" : searchPattern.Value, user.Value, password.Value));
}
public override void OnUpdate()
{
if (cloud != null && cloud.isDone)
{
var downloadedFilenames = cloud.filenames;
filenames.Resize(cloud.filenames.Length);
for (int i = 0; i < downloadedFilenames.Length; i++)
filenames.Set(i, downloadedFilenames[i]);
filenames.SaveChanges();
}
base.OnUpdate();
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Downloads the names of all of the files on the server for the given user.")]
public class ES3CloudSearchFilenames : ES3CloudUserAction
{
[Tooltip("The string array variable we want to load our file names into.")]
[ArrayEditor(VariableType.String)]
public FsmArray filenames;
[Tooltip("An optional search pattern containing '%' or '_' wildcards where '%' represents zero, one, or multiple characters, and '_' represents a single character. See https://www.w3schools.com/sql/sql_like.asp for more info.")]
public FsmString searchPattern;
public override void OnReset()
{
filenames = null;
searchPattern = "";
}
public override void Enter()
{
StartCoroutine(cloud.SearchFilenames(string.IsNullOrEmpty(searchPattern.Value) ? "%" : searchPattern.Value, user.Value, password.Value));
}
public override void OnUpdate()
{
if (cloud != null && cloud.isDone)
{
var downloadedFilenames = cloud.filenames;
filenames.Resize(cloud.filenames.Length);
for (int i = 0; i < downloadedFilenames.Length; i++)
filenames.Set(i, downloadedFilenames[i]);
filenames.SaveChanges();
}
base.OnUpdate();
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Determines when a file was last updated.")]
public class ES3CloudDownloadTimestamp : ES3CloudUserAction
{
[Tooltip("The Date and time the file was last updated, as a string formatted as yyyy-MM-ddTHH:mm:ss.")]
public FsmString timestamp;
public override void OnReset()
{
timestamp = "";
}
public override void Enter()
{
StartCoroutine(cloud.DownloadTimestamp(path.Value, user.Value, password.Value));
}
public override void OnUpdate()
{
if (cloud != null && cloud.isDone)
timestamp.Value = cloud.timestamp.ToString("s");
base.OnUpdate();
}
}
#endif
#endregion
#region ES3AutoSave actions
[ActionCategory("Easy Save 3")]
[Tooltip("Triggers Auto Save's Save method.")]
public class ES3AutoSaveSave : FsmStateAction
{
public override void OnEnter()
{
GameObject.Find("Easy Save 3 Manager").GetComponent<ES3AutoSaveMgr>().Save();
Finish();
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Triggers Auto Save's Load method.")]
public class ES3AutoSaveLoad : FsmStateAction
{
public override void OnEnter()
{
GameObject.Find("Easy Save 3 Manager").GetComponent<ES3AutoSaveMgr>().Load();
Finish();
}
}
#endregion
#region ES3Cache actions
[ActionCategory("Easy Save 3")]
[Tooltip("Caches a locally-stored file into memory.")]
public class CacheFile : SettingsAction
{
[Tooltip("The filename or file path of the file we want to cache.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "SaveFile.es3";
}
public override void Enter()
{
ES3.CacheFile(filePath.Value, GetSettings());
}
}
[ActionCategory("Easy Save 3")]
[Tooltip("Stores a file in the cache to a local file.")]
public class StoreCachedFile : SettingsAction
{
[Tooltip("The filename or file path of the file we want to store.")]
public FsmString filePath;
public override void OnReset()
{
filePath = "SaveFile.es3";
}
public override void Enter()
{
ES3.StoreCachedFile(filePath.Value, GetSettings());
}
}
#endregion
#region Misc actions
[ActionCategory("Easy Save 3")]
[Tooltip("Gets the Streaming Assets path (see https://docs.unity3d.com/Manual/StreamingAssets.html), and optionally appends onto it. It is strongly recommended to use Easy Save's default of Persistent Data Path instead as this works on all platforms.")]
public class GetStreamingAssetsPath : FsmStateAction
{
[Tooltip("The variable we want to output the Streaming Assets path to.")]
public FsmString output;
[Tooltip("[Optional] A string to append to the path, for example a filename. A forward slash is automatically added for you.")]
public FsmString append;
public override void Reset()
{
output = null;
append = null;
}
public override void OnEnter()
{
if (!string.IsNullOrEmpty(append.Value))
output.Value = Application.streamingAssetsPath + "/" + append.Value;
else
output.Value = Application.streamingAssetsPath;
Finish();
}
}
#endregion
public class PMDataWrapper
{
public Dictionary<string, object> objs = null;
public Dictionary<string, object[]> arrays = null;
public object obj = null;
public object[] array = null;
public PMDataWrapper(Fsm fsm, bool fsmVariables, bool globalVariables)
{
objs = new Dictionary<string, object>();
arrays = new Dictionary<string, object[]>();
if (fsm == null)
return;
// Get FSMVariables objects required based on whether the user wants to save local variables, global variables or both.
var variableLists = new List<FsmVariables>();
if (fsmVariables)
variableLists.Add(fsm.Variables);
if (globalVariables)
variableLists.Add(FsmVariables.GlobalVariables);
foreach (var variableList in variableLists)
{
foreach (var fsmVariable in variableList.GetAllNamedVariables())
{
if (string.IsNullOrEmpty(fsmVariable.Name))
continue;
if (fsmVariable.GetType() == typeof(FsmArray))
arrays.Add(fsmVariable.Name, ((FsmArray)fsmVariable).Values);
else
objs.Add(fsmVariable.Name, fsmVariable.RawValue);
}
}
}
public PMDataWrapper(Dictionary<string, object> objs, Dictionary<string, object[]> arrays)
{
this.objs = objs;
this.arrays = arrays;
}
public PMDataWrapper(object obj)
{
this.obj = obj;
}
public PMDataWrapper(object[] array)
{
this.array = array;
}
public PMDataWrapper() { }
public void ApplyVariables(Fsm fsm, bool fsmVariables, bool globalVariables)
{
// Get FSMVariables objects required based on whether the user wants to save local variables, global variables or both.
var variableLists = new List<FsmVariables>();
if (fsmVariables)
variableLists.Add(fsm.Variables);
if (globalVariables)
variableLists.Add(FsmVariables.GlobalVariables);
foreach (var variableList in variableLists)
{
foreach (var fsmVariable in variableList.GetAllNamedVariables())
{
if (fsmVariable.GetType() == typeof(FsmArray))
{
if (arrays.ContainsKey(fsmVariable.Name))
((FsmArray)fsmVariable).Values = arrays[fsmVariable.Name];
}
else
{
if (objs.ContainsKey(fsmVariable.Name))
fsmVariable.RawValue = objs[fsmVariable.Name];
}
}
}
}
}
}
namespace ES3Types
{
[UnityEngine.Scripting.Preserve]
[ES3Properties("objs", "arrays", "obj", "array")]
public class ES3Type_PMDataWrapper : ES3ObjectType
{
public static ES3Type Instance = null;
public ES3Type_PMDataWrapper() : base(typeof(ES3PlayMaker.PMDataWrapper)) { Instance = this; priority = 1; }
protected override void WriteObject(object obj, ES3Writer writer)
{
var instance = (ES3PlayMaker.PMDataWrapper)obj;
writer.WriteProperty("objs", instance.objs);
writer.WriteProperty("arrays", instance.arrays);
writer.WriteProperty("obj", instance.obj);
writer.WriteProperty("array", instance.array);
}
protected override void ReadObject<T>(ES3Reader reader, object obj)
{
var instance = (ES3PlayMaker.PMDataWrapper)obj;
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "objs":
instance.objs = reader.Read<System.Collections.Generic.Dictionary<System.String, System.Object>>();
break;
case "arrays":
instance.arrays = reader.Read<System.Collections.Generic.Dictionary<System.String, System.Object[]>>();
break;
case "obj":
instance.obj = reader.Read<System.Object>();
break;
case "array":
instance.array = reader.Read<System.Object[]>();
break;
default:
reader.Skip();
break;
}
}
}
protected override object ReadObject<T>(ES3Reader reader)
{
var instance = new ES3PlayMaker.PMDataWrapper();
ReadObject<T>(reader, instance);
return instance;
}
}
[UnityEngine.Scripting.Preserve]
[ES3Properties("ActiveStateName")]
public class ES3Type_Fsm : ES3ObjectType
{
public static ES3Type Instance = null;
public ES3Type_Fsm() : base(typeof(Fsm)) { Instance = this; priority = 1; }
protected override void WriteObject(object obj, ES3Writer writer)
{
var instance = (Fsm)obj;
writer.WriteProperty("ActiveStateName", instance.ActiveStateName, ES3Type_string.Instance);
writer.WriteProperty("Variables", new ES3PlayMaker.PMDataWrapper(instance, true, false), ES3Type_PMDataWrapper.Instance);
}
protected override void ReadObject<T>(ES3Reader reader, object obj)
{
var instance = (Fsm)obj;
if(!instance.Initialized)
{
// Toggle FSM Component twice to trigger initialisation.
instance.FsmComponent.enabled = !instance.FsmComponent.enabled;
instance.FsmComponent.enabled = !instance.FsmComponent.enabled;
}
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "ActiveStateName":
instance.SetState(reader.Read<string>(ES3Type_string.Instance));
break;
case "Variables":
reader.Read<ES3PlayMaker.PMDataWrapper>(ES3Type_PMDataWrapper.Instance).ApplyVariables(instance, true, false);
break;
}
}
}
protected override object ReadObject<T>(ES3Reader reader)
{
var instance = new HutongGames.PlayMaker.Fsm();
ReadObject<T>(reader, instance);
return instance;
}
}
/*[UnityEngine.Scripting.Preserve]
[ES3Properties("Fsm")]
public class ES3Type_PlayMakerFSM : ES3ComponentType
{
public static ES3Type Instance = null;
public ES3Type_PlayMakerFSM() : base(typeof(PlayMakerFSM))
{
Instance = this;
priority = 1;
}
protected override void WriteComponent(object obj, ES3Writer writer)
{
var instance = (PlayMakerFSM)obj;
writer.WriteProperty("enabled", instance.enabled);
writer.WriteProperty("Fsm", instance.Fsm, ES3Type_Fsm.Instance);
}
protected override void ReadComponent<T>(ES3Reader reader, object obj)
{
var instance = (PlayMakerFSM)obj;
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "enabled":
instance.enabled = reader.Read<bool>(ES3Type_bool.Instance);
break;
case "Fsm":
reader.ReadInto<Fsm>(instance.Fsm);
break;
default:
reader.Skip();
break;
}
}
}
}*/
}
#endif