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.
◆ Awake()
override void SaveGameManager.Awake |
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virtual |
◆ GetGameDataForID()
List< GameData > SaveGameManager.GetGameDataForID |
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string |
ID | ) |
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◆ RemoveDataFromSave()
void SaveGameManager.RemoveDataFromSave |
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string |
ID | ) |
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◆ ResetAll()
void SaveGameManager.ResetAll |
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◆ SetDataToSave()
void SaveGameManager.SetDataToSave |
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GameData |
data, |
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string |
ID, |
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bool |
writeImmediate |
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) |
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- Parameters
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data | The implementation of GameData, which stores the serializable data. |
ID | The ID of the Saveable, which this data belongs to. |
writeImmediate | Should the data be serialized immediately? Serializes ALL data. |
◆ ActiveGamestates