PixelCrushers.SpawnedObject Class Reference

A spawned object or spawnable prefab. More...

Inheritance diagram for PixelCrushers.SpawnedObject:
Collaboration diagram for PixelCrushers.SpawnedObject:

Public Types

enum  Mode { Mode.OnDisable, Mode.OnDestroy }
 

Public Member Functions

override void Start ()
 
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 data)
 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 Reset ()
 
virtual void OnEnable ()
 

Protected Member Functions

virtual void RecordDestruction ()
 

Properties

Mode mode [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
 

Detailed Description

A spawned object or spawnable prefab.

Member Enumeration Documentation

Enumerator
OnDisable 
OnDestroy 

Member Function Documentation

override void PixelCrushers.SpawnedObject.ApplyData ( string  s)
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.

override void PixelCrushers.SpawnedObject.OnBeforeSceneChange ( )
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.

override void PixelCrushers.SpawnedObject.OnDestroy ( )
virtual

Reimplemented from PixelCrushers.Saver.

override void PixelCrushers.SpawnedObject.OnDisable ( )
virtual

Reimplemented from PixelCrushers.Saver.

override string PixelCrushers.SpawnedObject.RecordData ( )
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.

virtual void PixelCrushers.SpawnedObject.RecordDestruction ( )
protectedvirtual
override void PixelCrushers.SpawnedObject.Start ( )
virtual

Reimplemented from PixelCrushers.Saver.

Property Documentation

Mode PixelCrushers.SpawnedObject.mode
getset

The documentation for this class was generated from the following file: