Customized for RFPS. More...
Public Types | |
enum | RecordOn { RecordOn.Destroy, RecordOn.Disable, RecordOn.Destroy, RecordOn.Disable } |
enum | RecordOn { RecordOn.Destroy, RecordOn.Disable, RecordOn.Destroy, RecordOn.Disable } |
Public Member Functions | |
void | OnApplyPersistentData () |
When applying persistent data, check the variable. More... | |
void | OnLevelWillBeUnloaded () |
If the level is being unloaded, this GameObject will be destroyed. More... | |
void | OnApplicationQuit () |
If the application is ending, don't listen, as this can log errors in the console. More... | |
void | OnDestroy () |
If the GameObject is destroyed, set its Lua variable true . More... | |
void | OnDisable () |
void | OnApplyPersistentData () |
When applying persistent data, check the variable. More... | |
void | OnLevelWillBeUnloaded () |
If the level is being unloaded, this GameObject will be destroyed. More... | |
void | OnApplicationQuit () |
If the application is ending, don't listen, as this can log errors in the console. More... | |
void | OnDestroy () |
If the GameObject is destroyed, set its Lua variable true . More... | |
void | OnDisable () |
Public Attributes | |
RecordOn | recordOn = RecordOn.Destroy |
string | variableName = string.Empty |
Assign a Lua variable name to keep track of whether the GameObject has been destroyed. More... | |
Protected Member Functions | |
virtual void | OnEnable () |
Only listen for OnDestroy if the script has been enabled. More... | |
virtual void | OnEnable () |
Only listen for OnDestroy if the script has been enabled. More... | |
Protected Attributes | |
bool | listenForOnDestroy = false |
Properties | |
string? | ActualVariableName [get] |
Customized for RFPS.
This persistent data component keeps track of when the GameObject has been destroyed or disabled. The next time the level or game is loaded, if the GameObject has previously been destroyed/disabled, this script will destroy/deactivate it again.
It also spawns a replacement dead body when destroyed/deactivated again when loading a game.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnApplicationQuit | ( | ) |
If the application is ending, don't listen, as this can log errors in the console.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnApplicationQuit | ( | ) |
If the application is ending, don't listen, as this can log errors in the console.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnApplyPersistentData | ( | ) |
When applying persistent data, check the variable.
If it's true
, the GameObject has been destroyed previously, so destroy it now.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnApplyPersistentData | ( | ) |
When applying persistent data, check the variable.
If it's true
, the GameObject has been destroyed previously, so destroy it now.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnDestroy | ( | ) |
If the GameObject is destroyed, set its Lua variable true
.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnDestroy | ( | ) |
If the GameObject is destroyed, set its Lua variable true
.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnDisable | ( | ) |
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnDisable | ( | ) |
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protectedvirtual |
Only listen for OnDestroy if the script has been enabled.
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protectedvirtual |
Only listen for OnDestroy if the script has been enabled.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnLevelWillBeUnloaded | ( | ) |
If the level is being unloaded, this GameObject will be destroyed.
We don't want to count this in the variable, so disable the script.
void PixelCrushers.DialogueSystem.PersistentDeadBody.OnLevelWillBeUnloaded | ( | ) |
If the level is being unloaded, this GameObject will be destroyed.
We don't want to count this in the variable, so disable the script.
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protected |
RecordOn PixelCrushers.DialogueSystem.PersistentDeadBody.recordOn = RecordOn.Destroy |
string PixelCrushers.DialogueSystem.PersistentDeadBody.variableName = string.Empty |
Assign a Lua variable name to keep track of whether the GameObject has been destroyed.
If this is blank, it uses the name of the GameObject for the variable name. If the variable is true
, the GameObject has been destroyed.
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getprotected |