Manages spawned objects for a scene. More...
Classes | |
class | SpawnedObjectData |
class | SpawnedObjectDataList |
Public Member Functions | |
override void | Reset () |
override void | Awake () |
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 | Start () |
virtual void | OnEnable () |
virtual void | OnDisable () |
virtual void | OnDestroy () |
virtual void | OnBeforeSceneChange () |
The Save System will call this method before scene changes. More... | |
Static Public Member Functions | |
static void | AddSpawnedObjectData (SpawnedObject spawnedObject) |
static void | RemoveSpawnedObjectData (SpawnedObject spawnedObject) |
Properties | |
List< SpawnedObject > | spawnedObjectPrefabs [get, set] |
List< SpawnedObject > | spawnedObjects [get, set] |
override string | key [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 |
Manages spawned objects for a scene.
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static |
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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 |
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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static |
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virtual |
Reimplemented from PixelCrushers.Saver.
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getset |
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getset |
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getset |