| | 1 | | using DCL; |
| | 2 | | using DCL.Controllers; |
| | 3 | | using UnityEngine; |
| | 4 | |
|
| | 5 | | public interface IBIWSaveController |
| | 6 | | { |
| | 7 | | int GetSaveTimes(); |
| | 8 | | void SetSaveActivation(bool isActive, bool tryToSave = false); |
| | 9 | | void TryToSave(); |
| | 10 | | void ForceSave(); |
| | 11 | | } |
| | 12 | |
|
| | 13 | | public class BIWSaveController : BIWController, IBIWSaveController |
| | 14 | | { |
| | 15 | | private const float MS_BETWEEN_SAVES = 5000f; |
| | 16 | |
|
| 0 | 17 | | internal int numberOfSaves { get; set; } = 0; |
| | 18 | |
|
| | 19 | | private BuilderInWorldBridge bridge; |
| | 20 | |
|
| | 21 | | private float nextTimeToSave; |
| 0 | 22 | | private bool canActivateSave = true; |
| 0 | 23 | | public int GetSaveTimes() { return numberOfSaves; } |
| | 24 | |
|
| | 25 | | public override void Init(BIWContext context) |
| | 26 | | { |
| 29 | 27 | | base.Init(context); |
| | 28 | |
|
| 29 | 29 | | bridge = context.sceneReferences.builderInWorldBridge; |
| 29 | 30 | | if (bridge != null) |
| 29 | 31 | | bridge.OnKernelUpdated += TryToSave; |
| | 32 | |
|
| 29 | 33 | | if (HUDController.i.builderInWorldMainHud != null) |
| | 34 | | { |
| 26 | 35 | | HUDController.i.builderInWorldMainHud.OnSaveSceneInfoAction += SaveSceneInfo; |
| 26 | 36 | | HUDController.i.builderInWorldMainHud.OnConfirmPublishAction += ConfirmPublishScene; |
| | 37 | | } |
| 29 | 38 | | } |
| | 39 | |
|
| | 40 | | public override void Dispose() |
| | 41 | | { |
| 27 | 42 | | base.Dispose(); |
| | 43 | |
|
| 27 | 44 | | if (bridge != null) |
| 27 | 45 | | bridge.OnKernelUpdated -= TryToSave; |
| | 46 | |
|
| 27 | 47 | | if (HUDController.i.builderInWorldMainHud != null) |
| | 48 | | { |
| 27 | 49 | | HUDController.i.builderInWorldMainHud.OnSaveSceneInfoAction -= SaveSceneInfo; |
| 27 | 50 | | HUDController.i.builderInWorldMainHud.OnConfirmPublishAction -= ConfirmPublishScene; |
| | 51 | | } |
| 27 | 52 | | } |
| | 53 | |
|
| 0 | 54 | | public void ResetSaveTime() { nextTimeToSave = 0; } |
| | 55 | |
|
| 0 | 56 | | public void ResetNumberOfSaves() { numberOfSaves = 0; } |
| | 57 | |
|
| | 58 | | public override void EnterEditMode(ParcelScene scene) |
| | 59 | | { |
| 10 | 60 | | base.EnterEditMode(scene); |
| 10 | 61 | | nextTimeToSave = DCLTime.realtimeSinceStartup + MS_BETWEEN_SAVES / 1000f; |
| 10 | 62 | | ResetNumberOfSaves(); |
| 10 | 63 | | } |
| | 64 | |
|
| | 65 | | public override void ExitEditMode() |
| | 66 | | { |
| 4 | 67 | | if (numberOfSaves > 0) |
| | 68 | | { |
| 0 | 69 | | ForceSave(); |
| | 70 | |
|
| 0 | 71 | | HUDController.i.builderInWorldMainHud?.SaveSceneInfo(); |
| 0 | 72 | | ResetNumberOfSaves(); |
| | 73 | | } |
| 4 | 74 | | base.ExitEditMode(); |
| 4 | 75 | | } |
| | 76 | |
|
| | 77 | | public void SetSaveActivation(bool isActive, bool tryToSave = false) |
| | 78 | | { |
| 0 | 79 | | canActivateSave = isActive; |
| 0 | 80 | | if (tryToSave) |
| 0 | 81 | | TryToSave(); |
| 0 | 82 | | } |
| | 83 | |
|
| 6 | 84 | | public bool CanSave() { return DCLTime.realtimeSinceStartup >= nextTimeToSave && isEditModeActive && canActivateSave |
| | 85 | |
|
| | 86 | | public void TryToSave() |
| | 87 | | { |
| 3 | 88 | | if (CanSave()) |
| 2 | 89 | | ForceSave(); |
| 3 | 90 | | } |
| | 91 | |
|
| | 92 | | public void ForceSave() |
| | 93 | | { |
| 3 | 94 | | if (!isEditModeActive || !canActivateSave) |
| 0 | 95 | | return; |
| | 96 | |
|
| 3 | 97 | | bridge.SaveSceneState(sceneToEdit); |
| 3 | 98 | | nextTimeToSave = DCLTime.realtimeSinceStartup + MS_BETWEEN_SAVES / 1000f; |
| 3 | 99 | | HUDController.i.builderInWorldMainHud?.SceneSaved(); |
| 3 | 100 | | numberOfSaves++; |
| 3 | 101 | | } |
| | 102 | |
|
| 0 | 103 | | public void SaveSceneInfo(string sceneName, string sceneDescription, string sceneScreenshot) { bridge.SaveSceneInfo( |
| | 104 | |
|
| 0 | 105 | | internal void ConfirmPublishScene(string sceneName, string sceneDescription, string sceneScreenshot) { ResetNumberOf |
| | 106 | | } |