Saving the Location Table

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Franky
Posts: 5
Joined: Fri Mar 24, 2017 10:16 pm

Saving the Location Table

Post by Franky »

Hi! Great system, love it. Easy to work with.

I want to save everything in the location table too, though.

I guess I could run the lua engine with a foreach loop, iterate through everything in the table and save it to a string, but that's more than a bit of a hassle and I'm not sure what would be the best way to go about that.

Is there any way to just include the location table in the PersistentDataManager.GetSaveData() and PersistentDataManager.ApplySaveData()?
User avatar
Tony Li
Posts: 22062
Joined: Thu Jul 18, 2013 1:27 pm

Re: Saving the Location Table

Post by Tony Li »

Hi,

In the next version, I'll add an option to include all Location data. In the meantime, you'll need to assign a delegate to PersistentDataManager.GetCustomSaveData.

Here's an example scene that saves Location data:
SaveLocationTableExample_2017-03-25.unitypackage

It uses this script. You can just drop this script into your project and add it to the Dialogue Manager.

Code: Select all

using UnityEngine;
using System.Text;
using PixelCrushers.DialogueSystem;

public class SaveLocationTable : MonoBehaviour
{

    public bool debug = false;

    void Awake()
    {
        PersistentDataManager.GetCustomSaveData = AppendLocationData;
    }

    private string AppendLocationData()
    {
        var sb = new StringBuilder();
        try
        {
            var locationTable = Lua.Run("return Location").AsTable;
            if (locationTable == null)
            {
                if (DialogueDebug.LogErrors) Debug.LogError("Dialogue System: Couldn't save Lua Location[] table.");
                return string.Empty;
            }
            foreach (var title in locationTable.Keys)
            {
                var fields = locationTable[title.ToString()] as LuaTableWrapper;
                sb.AppendFormat("Location[\"{0}\"]=", new System.Object[] { DialogueLua.StringToTableIndex(title) });
                AppendFields(sb, fields);
            }
        }
        catch (System.Exception e)
        {
            Debug.LogError("Dialogue System: Failed to save Lua Location[] data: " + e.Message);
        }
        if (debug) Debug.Log("Dialogue System: Saving this Location info: " + sb.ToString());
        return sb.ToString();
    }

    void AppendFields(StringBuilder sb, LuaTableWrapper fields)
    {
        sb.Append("{");
        try
        {
            if (fields != null)
            {
                foreach (var key in fields.Keys)
                {
                    var value = fields[key.ToString()];
                    sb.AppendFormat("{0}={1}, ", new System.Object[] { DialogueLua.StringToTableIndex(key), GetFieldValueString(value) });
                }
            }
        }
        finally
        {
            sb.Append("}; ");
        }

    }

    string GetFieldValueString(object o)
    {
        if (o == null) return "nil";
        System.Type type = o.GetType();
        if (type == typeof(string))
        {
            return string.Format("\"{0}\"", new System.Object[] { DialogueLua.DoubleQuotesToSingle(o.ToString().Replace("\n", "\\n")) });
        }
        else if (type == typeof(bool))
        {
            return o.ToString().ToLower();
        }
        else
        {
            return o.ToString();
        }
    }
} 
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