PixelCrushers.DialogueSystem.Wrappers.GameSaver Class Reference

This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class. More...

Inheritance diagram for PixelCrushers.DialogueSystem.Wrappers.GameSaver:
Collaboration diagram for PixelCrushers.DialogueSystem.Wrappers.GameSaver:

Additional Inherited Members

- Public Types inherited from PixelCrushers.DialogueSystem.GameSaver
enum  FunctionOnUse { None , Save , Load , Restart }
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.GameSaver
void Awake ()
 
void OnUse ()
 Upon receiving an "OnUse" message, this method saves, loads, or does nothing, based on the value of functionOnUse.
 
void SaveGame (int slot)
 Saves the game under the PlayerPrefs key, adding the slot number to support multiple save game slots.
 
void SaveGame ()
 Saves the game in default slot 0.
 
void LoadGame (int slot)
 Loads the game from the data saved under the PlayerPrefs key.
 
void LoadGame ()
 Loads the game from default slot 0.
 
void SaveGame (string slotString)
 Saves the game using a string parameter for the slot number.
 
void LoadGame (string slotString)
 Loads the game using a string parameter for the slot number.
 
void RestartGame ()
 Restarts the game.
 
void Record ()
 Records the state of the game.
 
void Apply ()
 Applies the recorded state of the game to the current scene.
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.GameSaver
string playerPrefsKey = "savedgame"
 The root of the PlayerPrefs key where the game will be saved and loaded.
 
int slot = 0
 The default slot.
 
FunctionOnUse functionOnUse = FunctionOnUse.None
 The function (save or load) to perform when receiving the "OnUse" message.
 
bool includeAllItemData = false
 If true, saved-game data will include all item fields.
 
bool includeLocationData = false
 If true, saved-game data will include all location fields.
 
bool includeSimStatus = false
 If true, saved-game data will include the offered/spoken status of all dialogue entries.
 
string startingLevel = string.Empty
 The starting level to use when restarting the game.
 
bool dontDestroyOnLoad = false
 If true, this game object isn't destroyed when you load a new level.
 

Detailed Description

This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class.


The documentation for this class was generated from the following file: