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PixelCrushers.MultiActiveSaver Class Reference

Saves the active/inactive state of a list of GameObjects. More...

Inheritance diagram for PixelCrushers.MultiActiveSaver:
Collaboration diagram for PixelCrushers.MultiActiveSaver:

Classes

class  Data
 

Public Member Functions

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 ()
 
virtual void OnDisable ()
 
virtual void OnDestroy ()
 
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 OnBeforeSceneChange ()
 The Save System will call this method before scene changes.
 
virtual void OnRestartGame ()
 The Save System will call this method when restarting the game.
 

Properties

GameObject[] gameObjectsToWatch [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 the active/inactive state of a list of GameObjects.

This component should be on a different GameObject that's guaranteed to be active, or it won't take effect. When applying data (i.e., setting active/inactive state), if it activates an inactive target, it will call ApplyData on the target's other savers.

Member Function Documentation

◆ ApplyData()

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

◆ RecordData()

override string PixelCrushers.MultiActiveSaver.RecordData ( )
inline

Property Documentation

◆ gameObjectsToWatch

GameObject [] PixelCrushers.MultiActiveSaver.gameObjectsToWatch
getset

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