Working gardener saveable behavior tree
This commit is contained in:
@@ -2,6 +2,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Bootstrap;
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using UnityEngine;
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@@ -26,6 +27,9 @@ namespace Core.SaveLoad
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// Participant registry
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private readonly Dictionary<string, ISaveParticipant> participants = new Dictionary<string, ISaveParticipant>();
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// Pending participants (registered during restoration)
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private readonly List<ISaveParticipant> pendingParticipants = new List<ISaveParticipant>();
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// State
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public bool IsSaving { get; private set; }
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@@ -48,7 +52,10 @@ namespace Core.SaveLoad
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private void Start()
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{
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#if UNITY_EDITOR
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OnSceneLoadCompleted("RestoreInEditor");
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#endif
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Load();
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}
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private void OnApplicationQuit()
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@@ -67,12 +74,6 @@ namespace Core.SaveLoad
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SceneManagerService.Instance.SceneUnloadStarted += OnSceneUnloadStarted;
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Logging.Debug("[SaveLoadManager] Subscribed to SceneManagerService events");
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}
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#if UNITY_EDITOR
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OnSceneLoadCompleted("RestoreInEditor");
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#endif
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Load();
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}
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void OnDestroy()
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@@ -119,11 +120,20 @@ namespace Core.SaveLoad
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participants[saveId] = participant;
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Logging.Debug($"[SaveLoadManager] Registered participant: {saveId}");
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// If we have save data loaded and we're not currently restoring, restore this participant's state immediately
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// BUT only if the participant hasn't already been restored (prevents double-restoration when inactive objects become active)
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if (IsSaveDataLoaded && !IsRestoringState && currentSaveData != null && !participant.HasBeenRestored)
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// If we have save data loaded and the participant hasn't been restored yet
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if (IsSaveDataLoaded && currentSaveData != null && !participant.HasBeenRestored)
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{
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RestoreParticipantState(participant);
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if (IsRestoringState)
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{
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// We're currently restoring - queue this participant for later restoration
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pendingParticipants.Add(participant);
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Logging.Debug($"[SaveLoadManager] Queued participant for pending restoration: {saveId}");
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}
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else
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{
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// Not currently restoring - restore this participant's state immediately
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RestoreParticipantState(participant);
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}
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}
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}
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@@ -229,6 +239,7 @@ namespace Core.SaveLoad
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/// <summary>
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/// Restores state for all currently registered participants.
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/// Called after loading save data.
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/// Uses pending queue to handle participants that register during restoration.
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/// </summary>
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private void RestoreAllParticipantStates()
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{
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@@ -238,7 +249,12 @@ namespace Core.SaveLoad
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IsRestoringState = true;
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int restoredCount = 0;
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foreach (var kvp in participants)
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// Clear pending queue at the start
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pendingParticipants.Clear();
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// Create a snapshot to avoid collection modification during iteration
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// (RestoreState can trigger GameObject activation which can register new participants)
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foreach (var kvp in participants.ToList())
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{
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string saveId = kvp.Key;
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ISaveParticipant participant = kvp.Value;
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@@ -260,8 +276,48 @@ namespace Core.SaveLoad
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}
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}
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// Process pending participants that registered during the main restoration loop
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const int maxPendingPasses = 10;
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int pendingPass = 0;
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int totalPendingRestored = 0;
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while (pendingParticipants.Count > 0 && pendingPass < maxPendingPasses)
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{
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pendingPass++;
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// Take snapshot of current pending list and clear the main list
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// (restoring pending participants might add more pending participants)
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var currentPending = new List<ISaveParticipant>(pendingParticipants);
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pendingParticipants.Clear();
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int passRestored = 0;
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foreach (var participant in currentPending)
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{
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try
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{
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RestoreParticipantState(participant);
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passRestored++;
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totalPendingRestored++;
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}
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catch (Exception ex)
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{
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Logging.Warning($"[SaveLoadManager] Exception while restoring pending participant: {ex}");
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}
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}
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Logging.Debug($"[SaveLoadManager] Pending pass {pendingPass}: Restored {passRestored} participants");
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}
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if (pendingParticipants.Count > 0)
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{
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Logging.Warning($"[SaveLoadManager] Reached maximum pending passes ({maxPendingPasses}). {pendingParticipants.Count} participants remain unrestored.");
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}
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// Final cleanup
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pendingParticipants.Clear();
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IsRestoringState = false;
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Logging.Debug($"[SaveLoadManager] Restored state for {restoredCount} participants");
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Logging.Debug($"[SaveLoadManager] Restored state for {restoredCount} participants + {totalPendingRestored} pending participants");
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OnParticipantStatesRestored?.Invoke();
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}
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@@ -334,8 +390,9 @@ namespace Core.SaveLoad
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}
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// Capture state from all registered participants directly into the list
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// Create a snapshot to avoid collection modification during iteration
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int savedCount = 0;
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foreach (var kvp in participants)
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foreach (var kvp in participants.ToList())
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{
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string saveId = kvp.Key;
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ISaveParticipant participant = kvp.Value;
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47
Assets/Scripts/Core/SaveLoad/SaveableState.cs
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47
Assets/Scripts/Core/SaveLoad/SaveableState.cs
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@@ -0,0 +1,47 @@
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using Pixelplacement;
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namespace Core.SaveLoad
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{
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/// <summary>
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/// Base class for states that need save/load functionality.
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/// Inherit from this instead of Pixelplacement.State for states in SaveableStateMachines.
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/// </summary>
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public class SaveableState : State
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{
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/// <summary>
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/// Called when this state is entered during normal gameplay.
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/// Override this method to implement state initialization logic
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/// (animations, player movement, event subscriptions, etc.).
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/// This is NOT called when restoring from a save file.
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/// </summary>
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public virtual void OnEnterState()
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{
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// Default: Do nothing
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// States override this to implement their entry logic
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}
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/// <summary>
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/// Called when this state is being restored from a save file.
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/// Override this method to restore state from saved data without
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/// playing animations or triggering side effects.
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/// </summary>
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/// <param name="data">Serialized state data from SerializeState()</param>
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public virtual void OnRestoreState(string data)
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{
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// Default: Do nothing
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// States override this to implement their restoration logic
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}
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/// <summary>
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/// Called when the state machine is being saved.
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/// Override this method to serialize this state's internal data.
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/// </summary>
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/// <returns>Serialized state data as a string (JSON recommended)</returns>
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public virtual string SerializeState()
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{
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// Default: No state data to save
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return "";
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}
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}
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}
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3
Assets/Scripts/Core/SaveLoad/SaveableState.cs.meta
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3
Assets/Scripts/Core/SaveLoad/SaveableState.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 95e46aacea5b42888ee7881894193c11
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timeCreated: 1762121675
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257
Assets/Scripts/Core/SaveLoad/SaveableStateMachine.cs
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257
Assets/Scripts/Core/SaveLoad/SaveableStateMachine.cs
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@@ -0,0 +1,257 @@
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using UnityEngine;
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using Pixelplacement;
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using Bootstrap;
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namespace Core.SaveLoad
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{
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// SaveableStateMachine - Inherits from StateMachine, uses SaveableState for states
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// Auto-generates Save ID from scene name and hierarchy path (like SaveableInteractable)
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/// <summary>
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/// Extended StateMachine that integrates with the AppleHills save/load system.
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/// Inherits from Pixelplacement.StateMachine and adds save/load functionality.
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/// Use SaveableState (not State) for child states to get save/load hooks.
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/// </summary>
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public class SaveableStateMachine : StateMachine, ISaveParticipant
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{
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[SerializeField]
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[Tooltip("Optional custom save ID. If empty, will auto-generate from scene name and hierarchy path.")]
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private string customSaveId = "";
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/// <summary>
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/// Is this state machine currently being restored from a save file?
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/// </summary>
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public bool IsRestoring { get; private set; }
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/// <summary>
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/// Has this state machine been restored from save data?
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/// </summary>
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public bool HasBeenRestored { get; private set; }
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// Override ChangeState to call OnEnterState on SaveableState components
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public new GameObject ChangeState(GameObject state)
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{
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var result = base.ChangeState(state);
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// If not restoring and change was successful, call OnEnterState
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if (!IsRestoring && result != null && currentState != null)
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{
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var saveableState = currentState.GetComponent<SaveableState>();
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if (saveableState != null)
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{
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saveableState.OnEnterState();
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}
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}
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return result;
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}
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public new GameObject ChangeState(string state)
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{
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var result = base.ChangeState(state);
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// If not restoring and change was successful, call OnEnterState
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if (!IsRestoring && result != null && currentState != null)
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{
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var saveableState = currentState.GetComponent<SaveableState>();
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if (saveableState != null)
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{
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saveableState.OnEnterState();
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}
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}
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return result;
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}
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public new GameObject ChangeState(int childIndex)
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{
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var result = base.ChangeState(childIndex);
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// If not restoring and change was successful, call OnEnterState
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if (!IsRestoring && result != null && currentState != null)
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{
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var saveableState = currentState.GetComponent<SaveableState>();
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if (saveableState != null)
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{
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saveableState.OnEnterState();
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}
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}
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return result;
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}
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private void Start()
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{
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// Register with save system (no validation needed - we auto-generate ID)
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BootCompletionService.RegisterInitAction(() =>
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{
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.RegisterParticipant(this);
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}
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else
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{
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Debug.LogWarning($"[SaveableStateMachine] SaveLoadManager.Instance is null, cannot register '{name}'", this);
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}
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});
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// Optional: Log the auto-generated ID in verbose mode
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if (verbose && string.IsNullOrEmpty(customSaveId))
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{
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Debug.Log($"[SaveableStateMachine] '{name}' will use auto-generated Save ID: {GetSaveId()}", this);
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}
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}
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#endif
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private void OnDestroy()
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{
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// Unregister from save system
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
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}
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}
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#region ISaveParticipant Implementation
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public string GetSaveId()
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{
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string sceneName = GetSceneName();
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if (!string.IsNullOrEmpty(customSaveId))
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{
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return $"{sceneName}/{customSaveId}";
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}
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// Auto-generate from hierarchy path
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string hierarchyPath = GetHierarchyPath();
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return $"{sceneName}/StateMachine_{hierarchyPath}";
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}
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private string GetSceneName()
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{
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return gameObject.scene.name;
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}
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private string GetHierarchyPath()
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{
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string path = gameObject.name;
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Transform parent = transform.parent;
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while (parent != null)
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{
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path = parent.name + "/" + path;
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parent = parent.parent;
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}
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return path;
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}
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public string SerializeState()
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{
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if (currentState == null)
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{
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return JsonUtility.ToJson(new StateMachineSaveData { stateName = "", stateData = "" });
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}
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SaveableState saveableState = currentState.GetComponent<SaveableState>();
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string stateData = saveableState?.SerializeState() ?? "";
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var saveData = new StateMachineSaveData
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{
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stateName = currentState.name,
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stateData = stateData
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};
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return JsonUtility.ToJson(saveData);
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}
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public void RestoreState(string data)
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{
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if (string.IsNullOrEmpty(data))
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{
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if (verbose)
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{
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Debug.LogWarning($"[SaveableStateMachine] No data to restore for '{name}'", this);
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}
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return;
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}
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try
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{
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StateMachineSaveData saveData = JsonUtility.FromJson<StateMachineSaveData>(data);
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if (string.IsNullOrEmpty(saveData.stateName))
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{
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if (verbose)
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{
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Debug.LogWarning($"[SaveableStateMachine] No state name in save data for '{name}'", this);
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}
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return;
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}
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// Set IsRestoring flag so we won't call OnEnterState
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IsRestoring = true;
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// Change to the saved state
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ChangeState(saveData.stateName);
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// Now explicitly call OnRestoreState with the saved data
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if (currentState != null)
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{
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SaveableState saveableState = currentState.GetComponent<SaveableState>();
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if (saveableState != null)
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{
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saveableState.OnRestoreState(saveData.stateData);
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}
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}
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HasBeenRestored = true;
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IsRestoring = false;
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if (verbose)
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{
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Debug.Log($"[SaveableStateMachine] Restored '{name}' to state: {saveData.stateName}", this);
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[SaveableStateMachine] Exception restoring '{name}': {ex.Message}", this);
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IsRestoring = false;
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}
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}
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#endregion
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#region Editor Utilities
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#if UNITY_EDITOR
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[ContextMenu("Log Save ID")]
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private void LogSaveId()
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{
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Debug.Log($"Save ID: {GetSaveId()}", this);
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}
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[ContextMenu("Test Serialize")]
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private void TestSerialize()
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{
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string serialized = SerializeState();
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Debug.Log($"Serialized state: {serialized}", this);
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}
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#endif
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#endregion
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[System.Serializable]
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private class StateMachineSaveData
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{
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public string stateName;
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public string stateData;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6f56763d30b94bf6873d395a6c116eb5
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timeCreated: 1762116611
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Reference in New Issue
Block a user