Class SpawnedPrefab
This component should be on all saveable prefab objects (at root level) that weren't in the scene at edit-time (ergo spawned at runtime, like grenades, dropped items, etc...).
It can have a linked SaveableComponent to store/reconstruct the important data (use GetSaveableComponent() to access it).
Make sure it doesn't appear in the scene at edit-time but only and EXCLUSIVELY AT RUNTIME (via instantiation!).
The GlitchedPolygons.SavegameFramework.SpawnedPrefab.resourcePath is the local Resources path used to reconstruct (instantiate) this prefab object on load.
Inheritance
System.Object
SpawnedPrefab
Namespace: GlitchedPolygons.SavegameFramework
Assembly: UnityScriptsLibrary.dll
Syntax
public sealed class SpawnedPrefab : MonoBehaviour
Fields
| Improve this Doc View SourceSPAWNED_PREFABS
List of prefabs spawned at runtime that shall persist between game sessions.
Declaration
public static readonly List<SpawnedPrefab> SPAWNED_PREFABS
Field Value
| Type | Description |
|---|---|
| System.Collections.Generic.List<SpawnedPrefab> |
Methods
| Improve this Doc View SourceGetResourcePath()
Get the GlitchedPolygons.SavegameFramework.SpawnedPrefab.resourcePath.
Declaration
public string GetResourcePath()
Returns
| Type | Description |
|---|---|
| System.String | The |
GetSaveableComponent()
Gets the linked GlitchedPolygons.SavegameFramework.SpawnedPrefab.saveableComponent.
Declaration
public SaveableComponent GetSaveableComponent()
Returns
| Type | Description |
|---|---|
| SaveableComponent | Optional SaveableComponent that can contain prefab data that you want to persist between game sessions. |