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
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override bool | Check (string subKey=null) |
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override T | Get< T > (string subKey=null, T defaultValue=default) |
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override void | Set< T > (T value, string subKey=null) |
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override void | Clear (string subKey=null) |
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void | SetBool (bool value) |
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void | SetInt (int value) |
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void | SetFloat (float value) |
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bool | Check (string subKey=null) |
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T | Get< T > (string subKey=null, T defaultValue=default) |
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void | Set< T > (T value, string subKey=null) |
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void | Clear (string subKey=null) |
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