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zeling_v2/Assets/Scripts/Core/Save/EmergencySaveService.cs
2026-05-08 11:04:00 +08:00

52 lines
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C#
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using System.Threading.Tasks;
using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Core.Save
{
public class EmergencySaveService : MonoBehaviour
{
private const int EmergencySlot = 99;
[SerializeField] private float _intervalSeconds = 120f;
[SerializeField] private SaveManager _saveManager;
[SerializeField] private BoolEventChannelSO _onGameplayActive;
private bool _gameplayActive;
private float _timer;
private void OnEnable()
{
if (_onGameplayActive != null) _onGameplayActive.OnEventRaised += OnGameplayActiveChanged;
}
private void OnDisable()
{
if (_onGameplayActive != null) _onGameplayActive.OnEventRaised -= OnGameplayActiveChanged;
}
private void OnGameplayActiveChanged(bool value) => _gameplayActive = value;
private void Update()
{
if (!_gameplayActive || _saveManager == null) return;
_timer += Time.deltaTime;
if (_timer >= _intervalSeconds)
{
_timer = 0f;
_ = _saveManager.SaveAsync(EmergencySlot);
}
}
public bool HasEmergencySave()
=> _saveManager != null && _saveManager.SlotExists(EmergencySlot);
public async Task PromoteToSlot(int targetSlot)
{
if (_saveManager == null) return;
// Phase 1 stub完整实现在 Phase 2 LocalFileStorage API
await Task.CompletedTask;
}
}
}