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

196 lines
6.9 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 => "存档";
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)
{
result.Add(new SaveSlotMenu(m_gameUI, savFile));
}
return result;
}
/// <summary> 存档侧边选项UI </summary>
public class SaveSlotMenu : ExpandMenu
{
public override Type MenuUITemplateType => typeof(OptionUI_SavSlotItem);
public SaveFile SavFile { get; private set; }
public override string Name => SavFile.AutoSave ? "自动存档" : $"存档{SavFile.SlotIndex}";
SaveMenuItem saveMENU;
LoadMenuItem loadMENU;
RetryMenuItem retryMENU;
UseLocalSaveMenuItem useLocalMENU;
UseRemoteSaveMenuItem useRemoteMENU;
public SaveSlotMenu(InGameUI inGameui, SaveFile savFile)
{
SavFile = savFile;
saveMENU = new SaveMenuItem(inGameui, savFile);
loadMENU = new LoadMenuItem(inGameui, savFile);
retryMENU = new RetryMenuItem(inGameui, savFile);
useLocalMENU = new UseLocalSaveMenuItem(inGameui, savFile);
useRemoteMENU = new UseRemoteSaveMenuItem(inGameui, savFile);
}
public override void OnShow(OptionUI_MenuItem ui)
{
base.OnShow(ui);
SavFile.TrySync();
}
protected override List<InternalOptionMenu> GetOptionMenus()
{
var menus = new List<InternalOptionMenu>();
if (SavFile.GetCurrentState() is SaveFile.ConflictState)
{
menus.Add(useRemoteMENU);
menus.Add(useLocalMENU);
}
else
{
if (SavFile.GetCurrentState() is SaveFile.SyncFailedState) menus.Add(retryMENU);
if (!SavFile.AutoSave) menus.Add(saveMENU);
if (!SavFile.IsEmpty) menus.Add(loadMENU);
}
return menus;
}
public class SaveMenuItem : ExecuteMenu
{
SaveFile m_savFile;
InGameUI m_ingameUI;
public override string Name => "保存";
public SaveMenuItem(InGameUI inGameui, SaveFile savFile)
{
m_ingameUI = inGameui;
m_savFile = savFile;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
if (m_savFile.IsBusy)
{
OverlayManager.PopTip("存档正在同步中");
cancelHide = true;
return;
}
var stateData = m_ingameUI.Core.GetStateBytes();
var tex = m_ingameUI.Core.OutputPixel;
var screenData = tex.ToJPG(m_ingameUI.Core.DrawCanvas.transform.localScale);
m_savFile.Save(m_savFile.Sequecen, stateData, screenData);
}
}
public class LoadMenuItem : ExecuteMenu
{
SaveFile m_savFile;
InGameUI m_ingameUI;
public override string Name => "读取";
public LoadMenuItem(InGameUI inGameui, SaveFile savFile)
{
m_ingameUI = inGameui;
m_savFile = savFile;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
cancelHide = true;
m_savFile.GetSavData(out byte[] savData, out var _);
if (savData != null)
{
m_ingameUI.Core.LoadStateFromBytes(savData);
}
OverlayManager.HideSideBar();
}
}
public class RetryMenuItem : ExecuteMenu
{
SaveFile m_savFile;
InGameUI m_ingameUI;
public override string Name => "重试";
public override bool Visible => m_savFile.GetCurrentState() is SaveFile.SyncFailedState;
public RetryMenuItem(InGameUI inGameui, SaveFile savFile)
{
m_ingameUI = inGameui;
m_savFile = savFile;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
cancelHide = true;
m_savFile.TrySync();
}
}
public class UseRemoteSaveMenuItem : ExecuteMenu
{
SaveFile m_savFile;
InGameUI m_ingameUI;
public override string Name => "使用云端存档";
public UseRemoteSaveMenuItem(InGameUI inGameui, SaveFile savFile)
{
m_ingameUI = inGameui;
m_savFile = savFile;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
if (m_savFile.GetCurrentState() is not SaveFile.ConflictState) return;
cancelHide = true;
m_savFile.FSM.ChangeState<SaveFile.DownloadingState>();
}
}
public class UseLocalSaveMenuItem : ExecuteMenu
{
SaveFile m_savFile;
InGameUI m_ingameUI;
public override string Name => "使用本地存档";
public UseLocalSaveMenuItem(InGameUI inGameui, SaveFile savFile)
{
m_ingameUI = inGameui;
m_savFile = savFile;
}
public override void OnExcute(OptionUI optionUI, ref bool cancelHide)
{
if (m_savFile.GetCurrentState() is not SaveFile.ConflictState) return;
cancelHide = true;
m_savFile.FSM.ChangeState<SaveFile.UploadingState>();
}
}
}
}
}