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AdventureCore.ManualPersister Class Reference

Detailed Description

persister that does nothing on its own, it is always used by some other behaviour
this helps to encapsulate persistence logic and mostly reduces the actual persistence in game logic
multiple behaviours can use the same persister by passing a subKey that will be added to the key of the persister
needed by all the core systems to save their data(attributes, inventory, ...)

https://adventure.softleitner.com/manual/persistence

Inheritance diagram for AdventureCore.ManualPersister:
AdventureCore.PersisterBase AdventureCore.IPersister AdventureCore.DestructionPersister AdventureCore.PlaytimePersister AdventureCore.RandomStatePersister

Public Member Functions

override bool Check (string subKey=null)
 
override T Get< T > (string subKey=null, T defaultValue=default)
 
override void Set< T > (T value, string subKey=null)
 
override void Clear (string subKey=null)
 
void SetBool (bool value)
 
void SetInt (int value)
 
void SetFloat (float value)
 
- Public Member Functions inherited from AdventureCore.PersisterBase
bool Check (string subKey=null)
 
Get< T > (string subKey=null, T defaultValue=default)
 
void Set< T > (T value, string subKey=null)
 
void Clear (string subKey=null)
 

Public Attributes

PersistenceArea Area
 
string Key
 
PersistenceContainer CustomContainer
 

Properties

override PersistenceArea PersistenceArea [get, set]
 
override string PersistenceKey [get, set]
 
virtual PersistenceContainer Container [get]
 
- Properties inherited from AdventureCore.PersisterBase
string PersistenceKey [get, set]
 
PersistenceArea PersistenceArea [get, set]
 
- Properties inherited from AdventureCore.IPersister

Property Documentation

◆ PersistenceArea

override PersistenceArea AdventureCore.ManualPersister.PersistenceArea
getset

◆ PersistenceKey

override string AdventureCore.ManualPersister.PersistenceKey
getset