AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/AppMain/UI/InGameUI/InGameUI_SaveStateMenu.cs

60 lines
1.9 KiB
C#

using AxibugEmuOnline.Client.ClientCore;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client
{
public class InGameUI_SaveStateMenu : ExpandMenu
{
private InGameUI m_gameUI;
public override string Name => "保存";
public InGameUI_SaveStateMenu(InGameUI inGameUI)
{
m_gameUI = inGameUI;
}
protected override List<InternalOptionMenu> GetOptionMenus()
{
var saveFiles = App.SavMgr.GetSlotSaves(m_gameUI.RomFile.ID, m_gameUI.RomFile.Platform);
List<InternalOptionMenu> result = new List<InternalOptionMenu>();
foreach (var savFile in saveFiles)
{
if (savFile.AutoSave) continue;
result.Add(new SaveSlotMenu(m_gameUI, savFile));
}
return result;
}
/// <summary> 存档侧边选项UI </summary>
public class SaveSlotMenu : ExecuteMenu
{
public override Type MenuUITemplateType => typeof(OptionUI_SavSlotItem);
public SaveFile SavFile { get; private set; }
private InGameUI m_ingameUI;
public override bool Visible => !SavFile.AutoSave;
public SaveSlotMenu(InGameUI inGameui, SaveFile savFile)
{
SavFile = savFile;
m_ingameUI = inGameui;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
cancelHide = true;
var stateData = m_ingameUI.Core.GetStateBytes();
var tex = m_ingameUI.Core.OutputPixel;
var screenData = tex.ToJPG();
SavFile.Save(SavFile.Sequecen, stateData, screenData);
}
public override string Name => SavFile.AutoSave ? "自动存档" : $"存档{SavFile.SlotIndex}";
}
}
}