Dialogues save with custom save system
Posted: Mon Dec 04, 2023 6:12 am
Hi!
I would like to know what would be the best way to tie dialogues save with custom save system I implemented.
The save system uses odinserializer and I have a class GameState with a bunch of subclasses saved info is going into.
I want to save dialogues in the GameState class, specifically, I want to save where in the conversation the player was, what dialogue line etc.
I'm really knew to the dialogue system and it's hard for me to grasp how everything works
I tried this, gameState.PlayerData.DialogueSaveData = PersistentDataManager.GetSaveData(), because in the docs it says, that I can bypass using save system this way, but I think it doesn't include conversation info. I'm just not sure how to tie everything together, I see conversation state saver, should I write my own saver for this or is there a way to not use save system?
I would like to know what would be the best way to tie dialogues save with custom save system I implemented.
The save system uses odinserializer and I have a class GameState with a bunch of subclasses saved info is going into.
I want to save dialogues in the GameState class, specifically, I want to save where in the conversation the player was, what dialogue line etc.
I'm really knew to the dialogue system and it's hard for me to grasp how everything works
I tried this, gameState.PlayerData.DialogueSaveData = PersistentDataManager.GetSaveData(), because in the docs it says, that I can bypass using save system this way, but I think it doesn't include conversation info. I'm just not sure how to tie everything together, I see conversation state saver, should I write my own saver for this or is there a way to not use save system?