The problem as I stated before, is that an FC flowscript -as a system-, does not really has any notion of a “state”.
More or less execution of a flow is instant (1 frame), where the only case where it is not, is in the case of some latent node usage like Wait, Coroutine or Tween, where depending on the graph design, more than one can be active and still be totally irrelevant to each other.
I honestly can’t see how saving a flowscript ‘snapshot’ can be achieved if at all, but probably the things to look out for, would be re-starting the nodes that are not instant (wait, courtine etc), along with loading it’s internal private and temporary variables that are used for them (like time remaining etc).
I would really instead just avoid allowing the player to save the game right in the middle of an execution process though and like most games do, allow saving only at certain “checkpoints” 🙂
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