This runs on top of ARPG's SaveLoad. More...
Classes | |
class | Data |
Public Member Functions | |
override void | Reset () |
override void | Awake () |
override void | Start () |
void | QuitToTitle () |
Quits the game, returning to the title level. | |
void | ExitProgram () |
virtual string | GetSlotSummary (int slot) |
Gets the slot summary, which is text shown in the slot's load button. | |
override string | RecordData () |
override 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. | |
override void | ApplyData (string s) |
Public Member Functions inherited from PixelCrushers.Saver | |
virtual void | OnEnable () |
virtual void | OnDisable () |
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 | 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. | |
Static Public Member Functions | |
static void | SaveGame (int slot) |
static void | LoadGame (int slot) |
static void | QuitGame () |
Public Attributes | |
bool | enableMenu = true |
string | menuTitle = "Menu" |
string | saveMenuTitle = "Select Save Slot" |
string | loadMenuTitle = "Load From Slot" |
ScaledRect | scaledRect |
GUISkin | guiSkin |
KeyCode | menuKey = KeyCode.Escape |
string | savedGameKey = "SavedGame" |
int | numSavedGameSlots = 5 |
string | gameSavedMessage = "Game Saved" |
string | gameLoadedMessage = "Game Loaded" |
string | titleLevelName = "Title" |
bool | debug |
Properties | |
static DSSaveLoad | Instance [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] |
Additional Inherited Members | |
Protected Attributes inherited from PixelCrushers.Saver | |
string | m_runtimeKey = null |
This runs on top of ARPG's SaveLoad.
It replaces SaveLoad's menu with its own menu, which allows it to also save and load Dialogue System data. It supports multiple saved game slots, and you can override the GetSlotSummary(), SaveSlot(), and LoadSlot() methods to save somewhere other than the default, which is PlayerPrefs.
|
inline |
|
inlinevirtual |
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.
For efficiency, the Save System will not look up the Saver's data; your method must look it up manually by calling SaveSystem.savedGameData.GetData(key).
Reimplemented from PixelCrushers.Saver.
|
inlinevirtual |
Reimplemented from PixelCrushers.Saver.
|
inline |
|
inlinevirtual |
Gets the slot summary, which is text shown in the slot's load button.
This method uses PlayerPrefs. Override it if you want to save elsewhere such as a local file.
slot | Slot. |
|
inlinestatic |
|
inlinestatic |
|
inline |
Quits the game, returning to the title level.
|
inline |
|
inlinevirtual |
Reimplemented from PixelCrushers.Saver.
|
inlinestatic |
|
inlinevirtual |
Reimplemented from PixelCrushers.Saver.
bool PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.debug |
bool PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.enableMenu = true |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.gameLoadedMessage = "Game Loaded" |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.gameSavedMessage = "Game Saved" |
GUISkin PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.guiSkin |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.loadMenuTitle = "Load From Slot" |
KeyCode PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.menuKey = KeyCode.Escape |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.menuTitle = "Menu" |
int PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.numSavedGameSlots = 5 |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.savedGameKey = "SavedGame" |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.saveMenuTitle = "Select Save Slot" |
ScaledRect PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.scaledRect |
string PixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.titleLevelName = "Title" |
|
staticgetset |