projectEli/Assets/NeoFPS/Core/NeoSaveGames/SaveUIPopup.cs

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C#
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2022-11-07 01:28:33 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NeoSaveGames
{
[HelpURL("https://docs.neofps.com/manual/savegames-index.html")]
public class SaveUIPopup : MonoBehaviour
{
[SerializeField, Tooltip("When to show the popup")]
private OnEvent m_OnEvent = OnEvent.SaveInProgress;
[SerializeField, Tooltip("Show the popup for a quick save")]
private bool m_ShowQuickSaves = true;
[SerializeField, Tooltip("Show the popup for an auto save")]
private bool m_ShowAutoSaves = true;
[SerializeField, Tooltip("Show the popup for a manual save")]
private bool m_ShowManualSaves = false;
[SerializeField, Tooltip("The minimum amount of time the popup should stay visible for")]
private float m_MinDuration = 3f;
private float m_Timer = 0f;
private bool m_Hidden = false;
protected CanvasGroup canvasGroup
{
get;
private set;
}
public enum OnEvent
{
SaveInProgress,
SaveFailed
}
void Awake()
{
canvasGroup = GetComponent<CanvasGroup>();
if (m_OnEvent == OnEvent.SaveInProgress)
SaveGameManager.onSaveInProgess += EventHandler;
else
SaveGameManager.onSaveFailed += EventHandler;
gameObject.SetActive(false);
}
private void OnDestroy()
{
if (m_OnEvent == OnEvent.SaveInProgress)
SaveGameManager.onSaveInProgess -= EventHandler;
else
SaveGameManager.onSaveFailed -= EventHandler;
}
protected virtual void Update()
{
if (!m_Hidden)
{
m_Timer += Time.unscaledDeltaTime;
if (m_Timer > m_MinDuration && !SaveGameManager.inProgress)
{
m_Hidden = true;
Hide();
}
}
}
void EventHandler(SaveGameType saveType)
{
switch (saveType)
{
case SaveGameType.Quicksave:
if (m_ShowQuickSaves)
{
m_Hidden = false;
m_Timer = 0f;
Show();
}
break;
case SaveGameType.Autosave:
if (m_ShowAutoSaves)
{
m_Hidden = false;
m_Timer = 0f;
Show();
}
break;
case SaveGameType.Manual:
if (m_ShowManualSaves)
{
m_Hidden = false;
m_Timer = 0f;
Show();
}
break;
}
}
protected virtual void Show()
{
gameObject.SetActive(true);
if (canvasGroup != null)
canvasGroup.alpha = 1f;
}
protected virtual void Hide()
{
gameObject.SetActive(false);
if (canvasGroup != null)
canvasGroup.alpha = 0f;
}
}
}