This helper component invokes a delegate method when disabled. More...
Public Member Functions | |
delegate void | SpawnedObjectDelegate (SpawnedEntity spawnedEntity) |
override void | OnDisable () |
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 | 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 | |
string | spawnerName [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] |
Events | |
SpawnedObjectDelegate | disabled = delegate { } |
Additional Inherited Members | |
Protected Attributes inherited from PixelCrushers.Saver | |
string | m_runtimeKey = null |
This helper component invokes a delegate method when disabled.
Spawners work with SpawnedEntity instead of the Pixel Crushers common library SpawnedObject because they handle handle spawning differently from SpawnedObjectManager.
If the object also has a SpawnedObject component, when restored it will also register itself with its original Spawner if present.
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inline |
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inlinevirtual |
Reimplemented from PixelCrushers.Saver.
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inline |
delegate void PixelCrushers.QuestMachine.SpawnedEntity.SpawnedObjectDelegate | ( | SpawnedEntity | spawnedEntity | ) |
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getset |
SpawnedObjectDelegate PixelCrushers.QuestMachine.SpawnedEntity.disabled = delegate { } |