Abstract base class for "storage providers" that store saved game data somewhere, such as PlayerPrefs or a disk file. More...
Public Member Functions | |
bool | HasDataInSlot (int slotNumber) |
Return true if the specified slot contains a saved game. | |
void | StoreSavedGameData (int slotNumber, SavedGameData savedGameData) |
Store saved game data in the specified slot. | |
SavedGameData | RetrieveSavedGameData (int slotNumber) |
Retrieve saved game data from the specified slot, or null if no saved game in the slot. | |
void | DeleteSavedGameData (int slotNumber) |
Delete the saved game from the specified slot if present. | |
virtual IEnumerator | StoreSavedGameDataAsync (int slotNumber, SavedGameData savedGameData) |
Asynchronously store the saved game data in the specified slot. | |
Properties | |
virtual float | progress [get, protected set] |
Return the current progress (0-1) of the current async save operation. | |
Abstract base class for "storage providers" that store saved game data somewhere, such as PlayerPrefs or a disk file.
To save asynchronously, override StoreSavedGameDataAsync.
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abstract |
Delete the saved game from the specified slot if present.
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abstract |
Return true if the specified slot contains a saved game.
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abstract |
Retrieve saved game data from the specified slot, or null if no saved game in the slot.
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abstract |
Store saved game data in the specified slot.
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inlinevirtual |
Asynchronously store the saved game data in the specified slot.
The base version of this method just calls the synchronous version, StoreSavedGameData(). If you override it, keep the progress property updated so any watchers will know how far along it is.
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getprotected set |
Return the current progress (0-1) of the current async save operation.