PixelCrushers.DestructibleSaver Class Reference

Saves when a GameObject has been destroyed or disabled. More...

Inheritance diagram for PixelCrushers.DestructibleSaver:
Collaboration diagram for PixelCrushers.DestructibleSaver:

Classes

class  DestructibleData
 

Public Types

enum  Mode { OnDisable , OnDestroy }
 
enum  DestroyMode { Destroy , Deactivate }
 

Public Member Functions

override void OnBeforeSceneChange ()
 The Save System will call this method before scene changes.
 
override void OnDisable ()
 
override void OnDestroy ()
 
virtual void RecordDestruction ()
 
override string RecordData ()
 
override void ApplyData (string s)
 
- Public Member Functions inherited from PixelCrushers.Saver
virtual void Awake ()
 
virtual void Start ()
 
virtual void Reset ()
 
virtual void OnEnable ()
 
string RecordData ()
 This method should return a string that represents the data you want to save.
 
void ApplyData (string s)
 This method should process the string representation of saved data and apply it to the current state of the game.
 
virtual void ApplyDataImmediate ()
 If the Saver needs to pull data from the Save System immediately after loading a scene, instead of waiting for ApplyData to be called at it its normal time, it can implement this method.
 
virtual void OnRestartGame ()
 The Save System will call this method when restarting the game.
 

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.
 
virtual string key [get, set]
 Save data under this key.
 
string _internalKeyValue [get, set]
 Accesses the internal key value.
 
virtual bool saveAcrossSceneChanges [get, set]
 Save when changing scenes to be able to restore saved state when returning to scene.
 
virtual bool restoreStateOnStart [get, set]
 

Additional Inherited Members

- Protected Attributes inherited from PixelCrushers.Saver
string m_runtimeKey = null
 

Detailed Description

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.

Member Enumeration Documentation

◆ DestroyMode

Enumerator
Destroy 
Deactivate 

◆ Mode

Enumerator
OnDisable 
OnDestroy 

Member Function Documentation

◆ ApplyData()

override void PixelCrushers.DestructibleSaver.ApplyData ( string  s)
inline

◆ OnBeforeSceneChange()

override void PixelCrushers.DestructibleSaver.OnBeforeSceneChange ( )
inlinevirtual

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.

◆ OnDestroy()

override void PixelCrushers.DestructibleSaver.OnDestroy ( )
inlinevirtual

Reimplemented from PixelCrushers.Saver.

◆ OnDisable()

override void PixelCrushers.DestructibleSaver.OnDisable ( )
inlinevirtual

Reimplemented from PixelCrushers.Saver.

◆ RecordData()

override string PixelCrushers.DestructibleSaver.RecordData ( )
inline

◆ RecordDestruction()

virtual void PixelCrushers.DestructibleSaver.RecordDestruction ( )
inlinevirtual

Property Documentation

◆ destroyedVersionPrefab

GameObject PixelCrushers.DestructibleSaver.destroyedVersionPrefab
getset

◆ destroyMode

DestroyMode PixelCrushers.DestructibleSaver.destroyMode
getset

◆ mode

Mode PixelCrushers.DestructibleSaver.mode
getset

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