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GameSaveData_ClassAPI
CG-Tespy edited this page May 4, 2020
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Contains the state of an entire playthrough, containing all the relevant types of save data the game uses. This is what's meant to be loaded from a title screen or a save menu.
Inherits from: SaveData
Namespace: CGTUnity.Fungus.SaveSystem
virtual string Description
- Readable: yes
- Writable: yes
- Optional field you may want to display in a save slot.
- Readable: yes
- Writable: yes
- Index of what slot this should be assigned to. You may want to assign it a negative value if you don't want it assigned to any Save Slots (like if you decide to use the system's API for a slotless save system).
- Readable: yes
- Writable: yes
- Contains the date this was last written to. By default is the date that this was first created.
- Readable: yes
- Writable: yes
- Most of the SaveData to load is encapsulated in SaveDataItems here.
- Readable: yes
- Writable: yes
- Helps execute blocks that are meant to respond to a GameSaveData being loaded. See ProgressMarker for more details.
GameSaveData()
- Default.
- Copy constructor.
- Initializes this with the passed state values.
virtual void SetFrom(GameSaveData other)
- Turns the calling instance into a deep copy of the passed one.
- Updates LastWritten with the time that this was called on.
- Clears all state this holds.