The base implementation for all gameobjects that should be saved. It is able to serialize the transform and parent data with the SaveGameManager. Requires a PrefabManager and aIDManager, if the objects are not initially found in the scene.
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abstract void | LoadData (GameData data) |
| Is called after the base data is loaded in Load. Allows additional data to be deserialized.
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abstract List< GameData > | SaveData () |
| Is called on Save. Allows the definition of all additional GameData to be serialized.
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abstract void | OnObjectDeleted () |
| A method called on deletion, that is that the object is removed from the save game and destroyed. It is not called when destroyed but saved.
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string | ID [get, set] |
| A unique ID.
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bool | InEditor [get] |
| Whether the gameobject is found in the scene initally. Or created dynamically.
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◆ Load()
◆ LoadData()
abstract void Saveable.LoadData |
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GameData |
data | ) |
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protectedpure virtual |
◆ OnObjectDeleted()
abstract void Saveable.OnObjectDeleted |
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protectedpure virtual |
◆ OnValidate()
void Saveable.OnValidate |
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◆ Save()
◆ SaveData()
abstract List< GameData > Saveable.SaveData |
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protectedpure virtual |
◆ _removeFromSaveOnDelete
bool Saveable._removeFromSaveOnDelete |
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protected |
◆ PrefabData
◆ ID
◆ InEditor