ISaveSystem
Contract for save/load operations. Supports multiple save slots with event notifications.
Namespace: OpenMon.MCE.SDK
定义
public interface ISaveSystem
{
void Save(int slot);
void Load(int slot);
bool HasSaveData(int slot);
void DeleteSave(int slot);
event Action<int> OnSaved;
event Action<int> OnLoaded;
}
方法
Save(int slot)
Save the current game state to a slot.
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | Save slot index (typically 0-2) |
Serializes all registered SavableObject instances to a JSON file. The save is synchronous and completes before the method returns.
Load(int slot)
Load a game state from a slot.
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | Save slot index to load from |
Deserializes the JSON file and applies the state to all registered SavableObject instances. May trigger scene transitions if the saved position is in a different scene.
HasSaveData(int slot)
Check if a save slot has data.
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | Save slot index to check |
Returns: bool -- true if the slot contains save data.
DeleteSave(int slot)
Delete save data from a slot.
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | Save slot index to delete |
事件
OnSaved
Fired after a successful save operation.
Signature: event Action<int> OnSaved
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | The slot that was saved to |
OnLoaded
Fired after a successful load operation.
Signature: event Action<int> OnLoaded
| 参数 | 类型 | 描述 |
|---|---|---|
slot | int | The slot that was loaded from |
用法示例
using OpenMon.MCE.SDK;
using Zenject;
public class SaveLoadUI : MonoBehaviour
{
[Inject] private ISaveSystem saveSystem;
[SerializeField] private Button[] saveButtons;
[SerializeField] private Button[] loadButtons;
[SerializeField] private Button[] deleteButtons;
[SerializeField] private Text[] slotLabels;
private void Start()
{
// Update slot labels
for (int i = 0; i < 3; i++)
{
int slot = i; // Capture for closure
slotLabels[i].text = saveSystem.HasSaveData(i)
? $"Slot {i + 1}: Saved"
: $"Slot {i + 1}: Empty";
saveButtons[i].onClick.AddListener(() => saveSystem.Save(slot));
loadButtons[i].onClick.AddListener(() =>
{
if (saveSystem.HasSaveData(slot))
saveSystem.Load(slot);
});
deleteButtons[i].onClick.AddListener(() =>
{
saveSystem.DeleteSave(slot);
slotLabels[slot].text = $"Slot {slot + 1}: Empty";
});
}
// Listen for save events
saveSystem.OnSaved += (slot) =>
{
slotLabels[slot].text = $"Slot {slot + 1}: Saved";
Debug.Log($"Game saved to slot {slot + 1}");
};
}
}