DiaQ runtime provide the interface with the graph manager
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Inherits MonoBehaviour, and plyCommon.plyDataProviderInterface.
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string | GetSaveData () |
| Returns a string that can be saved and later be fed to RestoreFromSaveData() to restore the state of DiaQ's graphs and quests to what it was when GetSaveData() was called. The status of quests and the Meta Data of DiaQ, Graphs, Quests, Conditions and Rewards will be saved. Note that GameObject and UnityObect types in meta data can't be saved and restored. Do not call this in Awake() More...
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void | RestoreFromSaveData (string data_s) |
| Restore the state of DiaQ from the data. This data must be a string that was previously provided by GetSaveData(). Do not call this in Awake() Note, restoring a quest to the state of of "rewarded" will not actually cause anything that gives the reward, to run. That you need to handle somewhere else. Besides, you probably save the player's state too and then running the reward logic again would give him double the rewards each time he restores the game. More...
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object | DataProvider_GetValue (string[] nfo) |
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void | DataProvider_SetValue (string[] nfo, object value) |
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void | DataProvider_Callback (string[] nfo) |
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DiaQ runtime provide the interface with the graph manager
string DiaQ.DiaQEngine.GetSaveData |
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Returns a string that can be saved and later be fed to RestoreFromSaveData() to restore the state of DiaQ's graphs and quests to what it was when GetSaveData() was called. The status of quests and the Meta Data of DiaQ, Graphs, Quests, Conditions and Rewards will be saved. Note that GameObject and UnityObect types in meta data can't be saved and restored. Do not call this in Awake()
void DiaQ.DiaQEngine.RestoreFromSaveData |
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string |
data_s | ) |
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Restore the state of DiaQ from the data. This data must be a string that was previously provided by GetSaveData(). Do not call this in Awake() Note, restoring a quest to the state of of "rewarded" will not actually cause anything that gives the reward, to run. That you need to handle somewhere else. Besides, you probably save the player's state too and then running the reward logic again would give him double the rewards each time he restores the game.
Values that can be in-lined in text used in Graphs and Quests