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Copy pathUtageUguiSaveLoad.cs
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UtageUguiSaveLoad.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Events;
using Utage;
[AddComponentMenu("Utage/TemplateUI/SaveLoad")]
public class UtageUguiSaveLoad : UguiView
{
private UtageUguiSaveLoadItem dialogItem;
[SerializeField]
private SystemUiDialog2Button dialogSaveLoad;
[SerializeField]
private AdvEngine engine;
[SerializeField]
private UguiGridPage gridPage;
private bool isInit;
private bool isSave;
private List<AdvSaveData> itemDataList;
private int lastPage;
public GameObject loadRoot;
public UtageUguiMainGame mainGame;
public GameObject saveRoot;
private void CallBackCreateItem(GameObject go, int index)
{
UtageUguiSaveLoadItem component = go.GetComponent<UtageUguiSaveLoadItem>();
AdvSaveData data = this.itemDataList[index];
component.Init(data, new Action<UtageUguiSaveLoadItem>(this.OnDialogSaveLoad), index, this.isSave);
}
[DebuggerHidden]
private IEnumerator CoWaitOpen()
{
return new <CoWaitOpen>c__Iterator0 { $this = this };
}
private void OnClose()
{
this.lastPage = this.gridPage.CurrentPage;
this.gridPage.ClearItems();
}
public void OnDialogSaveLoad(UtageUguiSaveLoadItem item)
{
SystemUi.GetInstance().IsEnableInputEscape = false;
this.dialogItem = item;
SystemText saveDesc = SystemText.SaveDesc;
if (!this.isSave)
{
saveDesc = SystemText.LoadDesc;
}
else if (!item.Data.IsSaved)
{
this.OnTap();
return;
}
this.dialogSaveLoad.Open(LanguageSystemText.LocalizeText(saveDesc), LanguageSystemText.LocalizeText(SystemText.Yes), LanguageSystemText.LocalizeText(SystemText.No), new UnityAction(this, (IntPtr) this.OnTap), new UnityAction(this, (IntPtr) this.OnTapCancel));
}
private void OnOpen()
{
this.isInit = false;
this.gridPage.ClearItems();
base.StartCoroutine(this.CoWaitOpen());
}
public void OnTap()
{
UtageUguiSaveLoadItem dialogItem = this.dialogItem;
if (this.isSave)
{
this.Engine.WriteSaveData(dialogItem.Data);
dialogItem.Refresh(true);
}
else if (dialogItem.Data.IsSaved)
{
this.Close();
this.mainGame.OpenLoadGame(dialogItem.Data);
}
this.OnTapCancel();
}
private void OnTapCancel()
{
SystemUi.GetInstance().IsEnableInputEscape = true;
this.dialogItem = null;
}
public void OpenLoad(UguiView prev)
{
this.isSave = false;
this.saveRoot.SetActive(false);
this.loadRoot.SetActive(true);
this.Open(prev);
}
public void OpenSave(UguiView prev)
{
this.isSave = true;
this.saveRoot.SetActive(true);
this.loadRoot.SetActive(false);
this.Open(prev);
}
private void Update()
{
if (this.isInit && InputUtil.IsMouseRightButtonDown())
{
this.Back();
}
}
public AdvEngine Engine
{
get
{
if (this.engine == null)
{
}
return (this.engine = Object.FindObjectOfType<AdvEngine>());
}
}
[CompilerGenerated]
private sealed class <CoWaitOpen>c__Iterator0 : IEnumerator, IDisposable, IEnumerator<object>
{
internal object $current;
internal bool $disposing;
internal int $PC;
internal UtageUguiSaveLoad $this;
internal List<AdvSaveData> <list>__0;
internal AdvSaveManager <saveManager>__0;
[DebuggerHidden]
public void Dispose()
{
this.$disposing = true;
this.$PC = -1;
}
public bool MoveNext()
{
uint num = (uint) this.$PC;
this.$PC = -1;
switch (num)
{
case 0:
case 1:
if (this.$this.Engine.IsWaitBootLoading)
{
this.$current = null;
if (!this.$disposing)
{
this.$PC = 1;
}
return true;
}
this.<saveManager>__0 = this.$this.Engine.SaveManager;
this.<saveManager>__0.ReadAllSaveData();
this.<list>__0 = new List<AdvSaveData>();
if (this.<saveManager>__0.IsAutoSave)
{
this.<list>__0.Add(this.<saveManager>__0.AutoSaveData);
}
this.<list>__0.AddRange(this.<saveManager>__0.SaveDataList);
this.$this.itemDataList = this.<list>__0;
this.$this.gridPage.Init(this.$this.itemDataList.Count, new Action<GameObject, int>(this.$this.CallBackCreateItem));
this.$this.gridPage.CreateItems(this.$this.lastPage);
this.$this.isInit = true;
this.$PC = -1;
break;
}
return false;
}
[DebuggerHidden]
public void Reset()
{
throw new NotSupportedException();
}
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return this.$current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return this.$current;
}
}
}
}