Save Object

CarterGames.SaveManager.Runtime
CarterGames.Assets.SaveManager

A save object defines a scriptable object class that holds save values to save data in your game. Each object can have as many values as you’d like and is designed to be modular to an extend. You can create multiple save objects of the same type if you need it, but you will need to define seperate save keys for these variants to distinguish them.

API

Fields

bool isExpanded

string saveKey

Properties

bool IsInitialized

string SaveKey

Dictionary<string, SaveValueBase> Lookup

Methods

virtual void Save()

virtual void Load()

virtual void ResetObjectSaveValues()

virtual SerializableDictionary<string, SaveValueBase> GetSaveValue()

bool HasValue(string saveKey)

SaveValue<T> GetValue(string saveKey)

void SetValue(string saveKey, object value)

void ResetElement(string saveKey)