This component is added to any GameObject that should be saved or restored via the LoadSave System. More...
Inherits MonoBehaviour.
Public Member Functions | |
void | Save (object sender, object[] args) |
void | Load () |
void | DeleteSaveData () |
void | UseCustomKey (string key) |
Set this to make the object use this key rather than the ID it generated. Set to null or empty string to stop using custom key. More... | |
Static Public Member Functions | |
static void | SaveBloxLovalVars (string key, plyBlox blox) |
static void | LoadBloxLovalVars (string key, plyBlox blox) |
static void | DeleteSavedBloxLovalVars (string key, plyBlox blox) |
static void | DisablePersistenceOn (GameObject go) |
Public Attributes | |
UniqueID | id = new UniqueID() |
bool | objectStartsActive = true |
bool | persistBloxLocalVars = true |
bool | persistPosition = true |
bool | persistRotation = false |
bool | persistScale = false |
bool | persistActiveState = false |
bool | persistDestroyedState = true |
Protected Member Functions | |
void | Reset () |
IEnumerator | Start () |
void | OnDestroy () |
This component is added to any GameObject that should be saved or restored via the LoadSave System.
void plyGame.PersistableObject.UseCustomKey | ( | string | key | ) |
Set this to make the object use this key rather than the ID it generated. Set to null or empty string to stop using custom key.
This is useful when you have something specific, like a player, to save data for. Player Manager for example uses this to set the player object's save key to "player" by default.