using System; using System.Collections; using UnityEngine; public class SaveDebugGUI : DebugGuiBase { protected override void GUIStart() { } protected override string UIDebugButtonName { get { return "存档管理"; } } public override void OnDebugGUI() { if (GUILayout.Button("AutoSave", new GUILayoutOption[] { GUILayout.Height(100f) })) { R.GameData.Save(false); } if (GUILayout.Button("AutoLoad", new GUILayoutOption[] { GUILayout.Height(100f) })) { base.StartCoroutine(this.LoadGame()); } if (GUILayout.Button("DeleteAutoSave", new GUILayoutOption[] { GUILayout.Height(100f) })) { SaveManager.AutoDelete(); } } private IEnumerator LoadGame() { R.GameData.Load(); if (R.GameData.SceneName != LevelManager.SceneName) { yield return LevelManager.LoadLevelByGateId(R.GameData.SceneName, SceneGate.OpenType.None); } R.Player.Transform.position = R.GameData.PlayerPosition; R.Player.Action.TurnRound(R.GameData.PlayerAttributeGameData.faceDir); R.Camera.Controller.CameraResetPostionAfterSwitchScene(); yield break; } }