Saves when a GameObject has been destroyed or disabled. More...
Classes | |
class | DestructibleData |
Public Types | |
enum | Mode { Mode.OnDisable, Mode.OnDestroy } |
enum | DestroyMode { DestroyMode.Destroy, DestroyMode.Deactivate } |
Public Member Functions | |
override void | OnBeforeSceneChange () |
The Save System will call this method before scene changes. More... | |
override void | OnDisable () |
override void | OnDestroy () |
override string | RecordData () |
This method should return a string that represents the data you want to save. More... | |
override void | ApplyData (string s) |
This method should process the string representation of saved data and apply it to the current state of the game. More... | |
Public Member Functions inherited from PixelCrushers.Saver | |
virtual void | Awake () |
virtual void | Start () |
virtual void | Reset () |
virtual void | OnEnable () |
Protected Member Functions | |
virtual void | RecordDestruction () |
Properties | |
Mode | mode [get, set] |
DestroyMode | destroyMode [get, set] |
GameObject | destroyedVersionPrefab [get, set] |
Properties inherited from PixelCrushers.Saver | |
bool | appendSaverTypeToKey [get, set] |
Append the name of this saver type to the key. More... | |
virtual string | key [get, set] |
Save data under this key. More... | |
string | _internalKeyValue [get, set] |
Accesses the internal key value. More... | |
virtual bool | saveAcrossSceneChanges [get, set] |
Save when changing scenes to be able to restore saved state when returning to scene. More... | |
Additional Inherited Members | |
Protected Attributes inherited from PixelCrushers.Saver | |
string | m_runtimeKey = null |
Saves when a GameObject has been destroyed or disabled.
The next time the game or scene is loaded, if the GameObject has previously been destroyed/disabled, this script will destroy/deactivate it again. It will also spawn a replacement destroyed version if a prefab is assigned.
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virtual |
This method should process the string representation of saved data and apply it to the current state of the game.
You can use SaveSystem.Deserialize() to deserialize the string to an object that specifies the state to apply to the game.
Implements PixelCrushers.Saver.
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virtual |
The Save System will call this method before scene changes.
If your saver listens for OnDisable or OnDestroy messages (see DestructibleSaver for example), it can use this method to ignore the next OnDisable or OnDestroy message since they will be called because the entire scene is being unloaded.
Reimplemented from PixelCrushers.Saver.
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virtual |
Reimplemented from PixelCrushers.Saver.
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virtual |
Reimplemented from PixelCrushers.Saver.
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virtual |
This method should return a string that represents the data you want to save.
You can use SaveSystem.Serialize() to serialize a serializable object to a string. This will use the serializer component on the Save System GameObject, which defaults to JSON serialization.
Implements PixelCrushers.Saver.
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protectedvirtual |
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getset |
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getset |
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getset |