UnityToolbox
Brief documentation for all existing scripts.
 
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SaveGameManager Class Reference

A manager, which is takes care of the (de)serialization of GameObjects and GamestateData. Requires a PrefabManager and IDManager for objects that are not present initially.

Inheritance diagram for SaveGameManager:
Module

Public Member Functions

override void Awake ()
 
List< GameDataGetGameDataForID (string ID)
 Trys to find GameData for an ID.
 
void SetDataToSave (GameData data, string ID, bool writeImmediate)
 Sets data to be seralized.
 
void RemoveDataFromSave (string ID)
 Removes an object from the serialisation data.
 
void ResetAll ()
 Resets all save game data and permanetly removes every data to be serialized.
 
virtual void Awake ()
 

Properties

HashSet< GamestateNodeDataActiveGamestates [get, set]
 All the active gamestates.
 

Member Function Documentation

◆ Awake()

override void SaveGameManager.Awake ( )
virtual

Reimplemented from Module.

◆ GetGameDataForID()

List< GameData > SaveGameManager.GetGameDataForID ( string  ID)
Parameters
IDThe ID of the Saveable.
Returns

◆ RemoveDataFromSave()

void SaveGameManager.RemoveDataFromSave ( string  ID)
Parameters
IDThe ID of the Saveable to be removed.

◆ ResetAll()

void SaveGameManager.ResetAll ( )

◆ SetDataToSave()

void SaveGameManager.SetDataToSave ( GameData  data,
string  ID,
bool  writeImmediate 
)
Parameters
dataThe implementation of GameData, which stores the serializable data.
IDThe ID of the Saveable, which this data belongs to.
writeImmediateShould the data be serialized immediately? Serializes ALL data.

Property Documentation

◆ ActiveGamestates

HashSet<GamestateNodeData> SaveGameManager.ActiveGamestates
getset