Unity类银河恶魔城学习记录(P148 Main Menu)

本章节制作了主菜单继续游戏、开始新游戏功能

教程:【Unity教程】从0编程制作类银河恶魔城游戏

源代码

UI_MainMenu.cs

using UnityEngine;
using UnityEngine.SceneManagement;

public class UI_MainMenu : MonoBehaviour
{
    [SerializeField] private string sceneName = "MainScene";    //加载场景名称
    [SerializeField] private GameObject continueButton;

    private void Start()
    {
        //若开始时未找到存档,则将继续游戏按钮隐藏
        if (!SaveManager.instance.HasSaveData())
            continueButton.SetActive(false);
    }

    //继续游戏
    public void ContinueGame()
    {
        SceneManager.LoadScene(sceneName);
    }

    //创建新游戏
    public void NewGame()
    {
        SaveManager.instance.DeleteSavaData();
        SceneManager.LoadScene(sceneName);
    }

    //退出
    public void ExitGame()
    {
        Application.Quit();
    }
}

SaveManager.cs

using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class SaveManager : MonoBehaviour
{
    public static SaveManager instance;     

    [SerializeField] private string fileName;
    [SerializeField] private bool encrypt;

    private GameData gameData;
    private List<ISaveManager> saveManagers;
    private FileDataHandler dataHandler;

    [ContextMenu("删除保存的存档")] 
    public void DeleteSavaData()
    {
        dataHandler = new FileDataHandler(Application.persistentDataPath, fileName, encrypt);
        dataHandler.Delete();
    }

    private void Awake()
    {
        if (instance != null)
            Destroy(instance.gameObject);
        else
            instance = this;
    }

    private void Start()
    {
        dataHandler = new FileDataHandler(Application.persistentDataPath, fileName, encrypt);
        saveManagers = FindAllSaveManagers();               //获取所有SaveManager

        LoadGame();
    }

    public void NewGame()
    {
        gameData = new GameData();
    }

    public void LoadGame()
    {
        //加载存档

        //从本地获取存档
        gameData = dataHandler.Load();      

        //新游戏创建新存档
        if (this.gameData == null)
        {
            Debug.Log("未找到游戏存档");
            NewGame();
        }

        //循环调用所有找到的接口的LoadData
        foreach (ISaveManager saveManager in saveManagers)
        {
            saveManager.LoadData(gameData);
        }
    }

    public void SaveGame()
    {
        //保存存档

        //循环调用所有找到的接口的SaveGame
        foreach (ISaveManager saveManager in saveManagers)
        {
            saveManager.SaveData(ref gameData);
        }

        //将存档保存到本地
        dataHandler.Save(gameData);
    }

    private void OnApplicationQuit()
    {
        SaveGame();
    }

    private List<ISaveManager> FindAllSaveManagers()
    {
        //获取游戏内所有SaveManager
        IEnumerable<ISaveManager> saveManagers = FindObjectsOfType<MonoBehaviour>(true).OfType<ISaveManager>();

        return new List<ISaveManager>(saveManagers);
    }

    public bool HasSaveData()
    {
        if(dataHandler.Load() != null)
            return true;
        return false;
    }
}

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