存储功能更新

This commit is contained in:
2025-03-25 23:14:01 +08:00
parent cbe042fec1
commit 7f5c17dff8
16 changed files with 209 additions and 651 deletions
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@@ -1,438 +0,0 @@
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+4 -2
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@@ -5,6 +5,7 @@ using DG.Tweening;
using AibisDream.Framework;
using AibisDream;
using System;
using System.Collections;
public class FavoritesManager : MonoBehaviour
{
@@ -39,7 +40,7 @@ public class FavoritesManager : MonoBehaviour
private void Awake()
{
Instance = this;
GameLoopManager.FixDataContainer.Register(_clueData);
StorageSystem.Instance.RegisterData(_clueData);
// 添加加载逻辑
_clueData.LoadEvent += LoadData;
}
@@ -174,8 +175,9 @@ public class ClueData : IData
public List<PunchTape> punchTapeFavorites = new List<PunchTape>();
public event Action<ClueData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
@@ -15,7 +15,7 @@ public class ChipModule : MonoBehaviour
private void Awake()
{
// 将数据注册到数据容器内
GameLoopManager.FixDataContainer.Register(_chipData);
StorageSystem.Instance.RegisterData(_chipData);
// 添加加载逻辑
_chipData.LoadEvent += LoadData;
_chipModule = transform.Find("Chip").gameObject;
@@ -66,8 +66,9 @@ public class ChipData : IData
public event Action<ChipData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
@@ -2,6 +2,7 @@ using UnityEngine;
using AibisDream.Framework;
using AibisDream;
using System;
using System.Collections;
using AibisDream.FixSystem;
public class UFModule : MonoBehaviour
@@ -17,7 +18,7 @@ public class UFModule : MonoBehaviour
private void Awake()
{
// 将数据注册到数据容器内
GameLoopManager.FixDataContainer.Register(_ufData);
StorageSystem.Instance.RegisterData(_ufData);
// 添加加载逻辑
_ufData.LoadEvent += LoadData;
_ufModule = transform.Find("Module Pic").gameObject;
@@ -118,8 +119,9 @@ public class UFData : IData
public event Action<UFData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
@@ -19,7 +19,7 @@ namespace AibisDream
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
GameLoopManager.FixDataContainer.Register(_clinicData);
StorageSystem.Instance.RegisterData(_clinicData);
character = transform.GetComponentInChildren<CharacterViewer>();
character.CharacterChangeEvent += OnCharacterChange;
@@ -75,7 +75,7 @@ namespace AibisDream
character.CharacterChangeEvent -= OnCharacterChange;
_clinicData.LoadEvent -= LoadData;
characterGroup.ChangeEvent -= OnSpriteGroupChange;
GameLoopManager.FixDataContainer.Unregister<ClinicData>();
StorageSystem.Instance.UnregisterData<ClinicData>();
FixSystemCenter.SystemDic.Unregister<ClinicSystem>();
CameraKit.Instance.UnRegisterCamera(CameraEnum.Clinic);
}
@@ -93,21 +93,16 @@ namespace AibisDream
public class ClinicData : IData
{
public string characterName;
public string faceName;
public string poseName;
public bool hasDevice;
public bool isShow;
public string configKey;
public string curState;
public bool shown;
public event Action<ClinicData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
}
+12 -14
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@@ -30,14 +30,13 @@ namespace AibisDream.FixSystem
public IEnumerator SwitchState(FixState nextState, string args = "")
{
if (CurState == nextState) yield break;
_curArgs = args;
yield return _curState?.Exit();
GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs);
_curState = CreateState(nextState, _curArgs);
EnumEventSystem.Global.Send(EventEnum.FixStateSwitch, nextState);
yield return _curState.Enter();
}
@@ -46,7 +45,6 @@ namespace AibisDream.FixSystem
{
_curArgs = null;
yield return _curState?.Exit();
GameLoopManager.Instance?.UpdateFixState(FixState.Default, _curArgs);
_curState = null;
}
@@ -196,7 +194,6 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
@@ -284,7 +281,7 @@ namespace AibisDream.FixSystem
public IEnumerator Exit()
{
float duration = 0.5f;
float duration = 0.5f;
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
yield return MainUIController.Instance?.FadeInSync(duration);
@@ -304,7 +301,6 @@ namespace AibisDream.FixSystem
{
}
public IEnumerator Enter()
{
//float duration = 0.5f;
@@ -317,10 +313,11 @@ namespace AibisDream.FixSystem
}
//打开盖子
SpriteRenderer sp= bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover").GetComponent<SpriteRenderer>();
sp.sprite=Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
.GetComponent<SpriteRenderer>();
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
yield return new WaitForSeconds(0.1f);
sp.sprite=Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开B");
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开B");
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 切换相机
@@ -340,12 +337,13 @@ namespace AibisDream.FixSystem
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye);
eyeSystem.OnExit();
yield return new WaitForSeconds(0.1f);
yield return MainUIController.Instance.FadeOutSync(duration);
yield return MainUIController.Instance?.FadeOutSync(duration);
//关上
SpriteRenderer sp= bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover").GetComponent<SpriteRenderer>();
sp.sprite=Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
.GetComponent<SpriteRenderer>();
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
yield return new WaitForSeconds(0.1f);
sp.sprite=Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子关闭");
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子关闭");
yield return new WaitForSeconds(0.5f);
}
}
+29 -2
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@@ -1,11 +1,14 @@
using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
namespace AibisDream.FixSystem
{
public class FixSystemCenter : Singleton<FixSystemCenter>
public class FixSystemCenter : Kit.Singleton<FixSystemCenter>
{
public FixState CurState => StateMachine.CurState;
private readonly FixSystemData _data = new();
public override void OnSingletonInit()
{
@@ -14,6 +17,9 @@ namespace AibisDream.FixSystem
// 初始化状态机
StateMachine = new FixStateMachine();
StartCoroutine(StateMachine.SwitchState(FixState.Clinic));
// 注册
StorageSystem.Instance.RegisterData(_data);
}
public override void OnSingletonDestroy()
@@ -21,6 +27,9 @@ namespace AibisDream.FixSystem
CameraKit.Instance.RemoveAllCam();
GameLoopManager.Instance.StartCoroutine(StateMachine.QuitState());
SystemDic.Clear();
// 注销
StorageSystem.Instance.UnregisterData<FixSystemData>();
}
#region
@@ -36,4 +45,22 @@ namespace AibisDream.FixSystem
#endregion
}
[Serializable]
[LoadIndex(1)]
public class FixSystemData : IData
{
private FixState _curState;
public FixState CurState
{
get => FixSystemCenter.Instance.CurState;
set => _curState = value;
}
public IEnumerator Load()
{
yield return FixSystemCenter.StateMachine.SwitchState(_curState);
}
}
}
@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.FixSystem;
using AibisDream.Framework;
@@ -55,7 +56,7 @@ namespace AibisDream.Kit
private void RegisterData()
{
// 注册数据
GameLoopManager.FixDataContainer.Register(_audioData);
StorageSystem.Instance.RegisterData(_audioData);
_audioData.LoadEvent += LoadData;
}
@@ -337,9 +338,10 @@ namespace AibisDream.Kit
public event Action<AudioData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
}
+11 -4
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@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AibisDream.Utility;
@@ -25,7 +26,7 @@ namespace AibisDream.Framework
public interface IData
{
void Load();
IEnumerator Load();
}
#region IOC容器
@@ -125,8 +126,9 @@ namespace AibisDream.Framework
return JObject.FromObject(_instances);
}
public void LoadByJson(JObject dataJson)
public IEnumerator LoadByJson(JObject dataJson)
{
// 数据回填
foreach (var fixDataItemPair in _instances)
{
if (!dataJson.TryGetValue(fixDataItemPair.Key, out var fixData))
@@ -147,9 +149,14 @@ namespace AibisDream.Framework
CommonUtil.CopyFields(tempObj, fixDataItemPair.Value);
}
foreach (var data in _instances.Values)
// 执行加载过程
// 1. 先按照LoadIdx排序
var orderedInsArray = _instances.Values.OrderBy(LoadIndex.GetLoadIdx);
// 2. 顺序加载,使用协程
foreach (var data in orderedInsArray)
{
data.Load();
yield return data.Load();
}
}
+59 -150
View File
@@ -17,7 +17,9 @@ namespace AibisDream
public class GameLoopManager : Singleton<GameLoopManager>
{
private const int MaxSaveNum = 200;
private static readonly string SaveFilePath = Application.streamingAssetsPath + "/SaveFiles";
private static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles";
#region
[Header("可用so合集")] public TalkSceneSO[] totalSceneSos;
@@ -30,10 +32,15 @@ namespace AibisDream
#endregion
private TalkSceneSO _currentTalkSceneSo;
private BindProperty<TalkSceneSO> _currentTalkSceneSo;
private GameLoopData _data = new();
public void Start()
{
// 先注册
Register();
// 加载其他部分
#if UNITY_EDITOR
if (runMode == RunMode.SingleScene)
{
@@ -44,7 +51,7 @@ namespace AibisDream
{
// MainUIController.Instance.TVFadeOut(1);
StartMenu.Instance.HideStartMenu();
StartCoroutine(LoadSaveFile($"{TestSaveFilePath}/{saveFileName}"));
LoadSaveFile($"{TestSaveFilePath}/{saveFileName}");
}
else
{
@@ -56,6 +63,14 @@ namespace AibisDream
#endif
}
private void Register()
{
// 数据类注册
StorageSystem.Instance.RegisterData(_data);
// 场景So事件注册
_currentTalkSceneSo.Register(item => _data.curSceneSoName = item.name);
}
private IEnumerator LoadClinicOut()
{
yield return SceneLoader.Instance.LoadSceneAsync("ClinicOut");
@@ -64,47 +79,52 @@ namespace AibisDream
public void StartWithTalkSceneSO(TalkSceneSO sceneSO)
{
_currentTalkSceneSo = sceneSO;
_currentTalkSceneSo.Value = sceneSO;
StartCoroutine(LoadScene());
}
public void StartWithSaveFile(string saveFileName)
{
StartMenu.Instance.HideStartMenu();
StartCoroutine(LoadSaveFile(saveFileName));
LoadSaveFile(saveFileName);
}
private void LoadSaveFile(string savePath)
{
StorageSystem.Instance.Load(savePath);
}
public void StartNewGame()
{
_currentTalkSceneSo = firstTalkSo;
_currentTalkSceneSo.Value = firstTalkSo;
StartCoroutine(LoadClinicScene());
}
private void StartSingleSceneTest()
{
_currentTalkSceneSo = testTalkSo;
_currentTalkSceneSo.Value = testTalkSo;
StartCoroutine(LoadClinicScene());
}
private IEnumerator LoadClinicScene()
{
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName);
StartMenu.Instance.HideStartMenu();
DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject);
}
private IEnumerator LoadScene()
{
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName);
StartMenu.Instance.HideStartMenu();
DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject);
}
public IEnumerator NextSceneSo()
{
if (_currentTalkSceneSo && _currentTalkSceneSo.nextScene)
if (_currentTalkSceneSo.Value && _currentTalkSceneSo.Value.nextScene)
{
_currentTalkSceneSo = _currentTalkSceneSo.nextScene;
_currentTalkSceneSo.Value = _currentTalkSceneSo.Value.nextScene;
yield return MainUIController.Instance.FadeInSync(1);
yield return LoadClinicScene();
// yield return MainUIController.Instance.FadeOutSync(1);
@@ -115,7 +135,17 @@ namespace AibisDream
Debug.Log("没有下个场景了");
}
}
public void SetSceneSoByName(string soName)
{
_currentTalkSceneSo.Value = Array.Find(totalSceneSos, so => so.name == soName);
}
public void StartDialog()
{
DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject);
}
#region
/// <summary>
@@ -139,141 +169,6 @@ namespace AibisDream
}
#endregion
#region
private static readonly string SaveFilePath = Application.streamingAssetsPath + "/SaveFiles";
private static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles";
// 维修系统相关数据
public static readonly DataContainer FixDataContainer = new();
// 对话变量存储
private VariableStorageBehaviour _dialogStorage;
// 当前场景
private string _curSceneKey;
// 状态机
private string _fixStateArgs;
private FixState _fixState;
public override void OnSingletonInit()
{
_dialogStorage = FindObjectOfType<VariableStorageBehaviour>();
}
/// <summary>
/// 当前场景自行更新
/// </summary>
/// <param name="sceneName">当前scene</param>
public void UpdateCurScene(string sceneName)
{
_curSceneKey = sceneName;
}
/// <summary>
/// 状态机状态更新
/// </summary>
/// <param name="curState"></param>
/// <param name="curArgs"></param>
public void UpdateFixState(FixState curState, string curArgs)
{
_fixState = curState;
_fixStateArgs = curArgs;
}
private IEnumerator LoadSaveFile(string savePath)
{
var saveFile = JsonUtil.ReadJObject(savePath);
// 先加载对话数据
var floatDict = saveFile["floatDict"]?.ToObject<Dictionary<string, float>>();
var stringDict = saveFile["stringDict"]?.ToObject<Dictionary<string, string>>();
var boolDict = saveFile["boolDict"]?.ToObject<Dictionary<string, bool>>();
_dialogStorage.SetAllVariables(floatDict, stringDict, boolDict);
// 再加载场景
_currentTalkSceneSo = Array.Find(totalSceneSos, so => so.name == saveFile["curTalkSceneSo"]?.ToString());
yield return SceneLoader.Instance.LoadSceneAsync(saveFile["curSceneKey"]?.ToString());
if (saveFile["fixDataContainer"] is not JObject fixDataJson)
{
Debug.Log("维修数据读取问题");
yield break;
}
// 场景加载完成之后把数据填回去
FixDataContainer.LoadByJson(fixDataJson);
// 初始化维修状态机
_fixState = saveFile["fixState"]!.ToObject<FixState>();
_fixStateArgs = saveFile["fixStateArgs"]!.ToString();
yield return FixSystemCenter.StateMachine.SwitchState(_fixState, _fixStateArgs);
// 开启对话
DialogController.Instance.LoadDialog(_currentTalkSceneSo.yarnProject);
}
public void Save()
{
JObject saveFile = new JObject();
// 场景维修相关数据保存
var fixData = FixDataContainer.SaveAsJson();
saveFile["fixDataContainer"] = fixData;
// 保存对话变量
var (floatDict, stringDict, boolDict) = _dialogStorage.GetAllVariables();
saveFile["floatDict"] = JObject.FromObject(floatDict);
saveFile["stringDict"] = JObject.FromObject(stringDict);
saveFile["boolDict"] = JObject.FromObject(boolDict);
// 保存场景数据
saveFile["curSceneKey"] = _curSceneKey;
saveFile["curTalkSceneSo"] = _currentTalkSceneSo.name;
// 保存状态机数据
saveFile["fixState"] = (int)_fixState;
saveFile["fixStateArgs"] = _fixStateArgs;
// 存为Json
JsonUtil.SaveJObject(saveFile, GetSavePath());
#if !UNITY_EDITOR
DeleteOldSave();
#endif
}
private string GetSavePath()
{
string gameStageStr;
try
{
_dialogStorage.TryGetValue("$gameStage", out float gameStage);
gameStageStr = gameStage.ToString(CultureInfo.InvariantCulture);
}
catch (Exception)
{
_dialogStorage.TryGetValue("$gameStage", out string gameStage);
gameStageStr = gameStage;
}
return $"{SaveFilePath}/{DateTime.Now:yyyyMMdd_HHmmss}_{_currentTalkSceneSo.name}_{gameStageStr}";
}
private void DeleteOldSave()
{
var fileList = Directory.GetFiles(SaveFilePath);
if (fileList.Length > MaxSaveNum)
{
var sorted = fileList.OrderByDescending(f => f).ToArray();
for (var i = MaxSaveNum; i < fileList.Length; i++)
{
File.Delete(sorted[i]);
}
}
}
#endregion
}
public enum RunMode
@@ -288,7 +183,21 @@ namespace AibisDream
[YarnCommand("auto_save")]
public static void AutoSave()
{
GameLoopManager.Instance.Save();
StorageSystem.Instance.Save();
}
}
[Serializable]
[LoadIndex(10)]
public class GameLoopData : IData
{
public string curSceneSoName;
public IEnumerator Load()
{
GameLoopManager.Instance.SetSceneSoByName(curSceneSoName);
GameLoopManager.Instance.StartDialog();
yield break;
}
}
}
+22
View File
@@ -0,0 +1,22 @@
using System;
using System.Reflection;
namespace AibisDream
{
public class LoadIndex : Attribute
{
private int Idx { get; }
public LoadIndex(int idx)
{
Idx = idx;
}
public static int GetLoadIdx<T>(T instance)
{
// 先通过反射拿到属性
var attribute = instance.GetType().GetCustomAttribute<LoadIndex>();
return attribute?.Idx ?? 5;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cbb1d63c733941879217082bda086ade
timeCreated: 1742905792
+20 -16
View File
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
@@ -10,25 +11,16 @@ namespace AibisDream
public class SceneLoader : Singleton<SceneLoader>
{
#region
private BindProperty<string> _currentScene;
private AsyncOperationHandle _loadHandle;
private string _sceneToLoad;
private bool _isLoading;
private readonly SceneData _data = new();
public override void OnSingletonInit()
{
_currentScene = new BindProperty<string>();
}
private void Start()
{
_currentScene.Register(GameLoopManager.Instance.UpdateCurScene);
}
private void OnDisable()
{
_currentScene.RemoveAll();
StorageSystem.Instance.RegisterData(_data);
}
#endregion
@@ -58,7 +50,7 @@ namespace AibisDream
// 场景转换参数
_isLoading = true;
_sceneToLoad = targetScene;
if (!string.IsNullOrEmpty(_currentScene.Value))
if (!string.IsNullOrEmpty(_data.sceneName))
{
yield return Addressables.UnloadSceneAsync(_loadHandle);
}
@@ -67,7 +59,7 @@ namespace AibisDream
yield return _loadHandle;
EnumEventSystem.Global.Send(EventEnum.SceneLoad, _sceneToLoad);
_currentScene.Value = _sceneToLoad;
_data.sceneName = _sceneToLoad;
_isLoading = false;
}
}
@@ -85,7 +77,7 @@ namespace AibisDream
if (_loadHandle.IsValid())
{
yield return Addressables.UnloadSceneAsync(_loadHandle);
_currentScene.Value = null;
_data.sceneName = null;
EnumEventSystem.Global.Send(EventEnum.SceneUnload);
}
@@ -93,4 +85,16 @@ namespace AibisDream
}
}
}
[Serializable]
[LoadIndex(0)]
public class SceneData : IData
{
public string sceneName;
public IEnumerator Load()
{
yield return SceneLoader.Instance.LoadSceneAsync(sceneName);
}
}
}
+31 -1
View File
@@ -232,9 +232,23 @@ namespace AibisDream
#endif
}
public void Load()
public void Load(string savePath)
{
// 先将存档文件转为JObject
var saveData = JsonUtil.ReadJObject(savePath);
// 加载Yarn数据
var floatDict = saveData["floatDict"]?.ToObject<Dictionary<string, float>>();
var stringDict = saveData["stringDict"]?.ToObject<Dictionary<string, string>>();
var boolDict = saveData["boolDict"]?.ToObject<Dictionary<string, bool>>();
SetAllVariables(floatDict, stringDict, boolDict);
// 加载系统数据
if (saveData["systemData"] is not JObject systemDataJson)
{
Debug.Log("维修数据读取问题");
return;
}
StartCoroutine(_dataContainer.LoadByJson(systemDataJson));
}
private string GetSavePath()
@@ -276,6 +290,22 @@ namespace AibisDream
return VariableType.Local;
}
#region
public static StorageSystem Instance { get; private set; }
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
}
Instance = this;
}
#endregion
}
public enum VariableType
@@ -39,7 +39,7 @@ public class EyeSystem : MonoBehaviour
var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep);
GameLoopManager.FixDataContainer.Register(_eyeData);
StorageSystem.Instance.RegisterData(_eyeData);
// 添加加载逻辑
_eyeData.LoadEvent += LoadData;
}
@@ -446,8 +446,9 @@ public class EyeData : IData
public EyeColorState currentState = EyeColorState.CannotImagineColor;
public event Action<EyeData> LoadEvent;
public void Load()
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}