This is a saver that saves the Dialogue System's save data to the Pixel Crushers Common Library Save System.
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override void | Reset () |
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override void | Start () |
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override void | OnDestroy () |
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override string | RecordData () |
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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.
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override void | ApplyData (string data) |
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override void | OnBeforeSceneChange () |
| The Save System will call this method before scene changes.
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override void | OnRestartGame () |
| The Save System will call this method when restarting the game.
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virtual void | Awake () |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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string | RecordData () |
| This method should return a string that represents the data you want to save.
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void | ApplyData (string s) |
| This method should process the string representation of saved data and apply it to the current state of the game.
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This is a saver that saves the Dialogue System's save data to the Pixel Crushers Common Library Save System.
◆ ApplyData()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.ApplyData |
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string |
data | ) |
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inline |
◆ ApplyDataImmediate()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.ApplyDataImmediate |
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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.
◆ OnBeforeSceneChange()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.OnBeforeSceneChange |
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inlinevirtual |
The Save System will call this method before scene changes.
If your saver listens for OnDisable or OnDestroy messages (see DestructibleSaver for example), it can use this method to ignore the next OnDisable or OnDestroy message since they will be called because the entire scene is being unloaded.
Reimplemented from PixelCrushers.Saver.
◆ OnDestroy()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.OnDestroy |
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inlinevirtual |
◆ OnRestartGame()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.OnRestartGame |
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inlinevirtual |
The Save System will call this method when restarting the game.
Your saver can reset data to a fresh state if necessary.
Reimplemented from PixelCrushers.Saver.
◆ RecordData()
override string PixelCrushers.DialogueSystem.DialogueSystemSaver.RecordData |
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inline |
◆ Reset()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.Reset |
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inlinevirtual |
◆ Start()
override void PixelCrushers.DialogueSystem.DialogueSystemSaver.Start |
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inlinevirtual |
◆ saveRawData
bool PixelCrushers.DialogueSystem.DialogueSystemSaver.saveRawData = false |
◆ skipApplyDataAfterFramesIfApplyImmediate
bool PixelCrushers.DialogueSystem.DialogueSystemSaver.skipApplyDataAfterFramesIfApplyImmediate = true |
The documentation for this class was generated from the following file:
- C:/Dev/Dialogue System/Dev/Release2/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/DialogueSystemSaver.cs