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Namespace GlitchedPolygons.SavegameFramework.Xml

Classes

XmlSaveableComponent

All components that you wish to be saved and loaded in some way between runtimes should inherit from XmlSaveableComponent in order to provide functionality for object persistance/reconstruction.

If you want to use the Awake and OnDestroy methods in XmlSaveableComponents, please use the override keyword and call base.Awake(); and/or base.OnDestroy();.

All XmlSaveableComponents have the [ExecuteInEditMode] attribute; therefore if you encounter unwanted behaviour due to MonoBehaviour methods being called at edit time, consider adding: if (!Application.isPlaying) return;

XmlSavegameManager

The XmlSavegameManager is a component that should only ever exist once per scene.

It provides functionality for saving/loading the game's state.

The savegame's file format is xml that can be optionally compressed and/or encrypted. When working in the editor with domain reloading disabled, you MUST ensure that the script execution order handles XmlSavegameManager BEFORE SpawnedPrefab!

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