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Namespace GlitchedPolygons.SavegameFramework

Classes

SaveableComponent

All components that you wish to be saved and loaded in some way between runtimes should inherit ultimately from this.

Find out more in the documentation of the implementing child classes, such as XmlSaveableComponent.

SavegameManager

Abstract base class for all savegame manager implementations.

There can be many, such as XML based ones, others that use JSON, or even ProtoBuf, YAML, msgpack, well... the possibilities are endless.

They all share the same raw and basic functionalities defined in here though.

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.

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