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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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This is the complete list of members for AC.SaveSystem, including all inherited members.
| _loadingGame (defined in AC.SaveSystem) | AC.SaveSystem | protected |
| AssignItemsToPlayer(InvCollection invCollection, int _playerID) | AC.SaveSystem | |
| AssignObjectivesToPlayer(string dataString, int _playerID) (defined in AC.SaveSystem) | AC.SaveSystem | |
| AssignPlayerData(Player player) | AC.SaveSystem | |
| AssignVariables(string runtimeVariablesData, bool fromOptions=false) | AC.SaveSystem | static |
| AutosaveLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
| ClearAllData() | AC.SaveSystem | |
| colon (defined in AC.SaveSystem) | AC.SaveSystem | static |
| CompressString(string text) (defined in AC.SaveSystem) | AC.SaveSystem | static |
| ContinueGame(System.Action onFail=null) | AC.SaveSystem | static |
| CreateVariablesData(List< GVar > vars, bool isOptionsData, VariableLocation location) | AC.SaveSystem | static |
| CurrentPlayerID (defined in AC.SaveSystem) | AC.SaveSystem | |
| DecompressString(string compressedText) (defined in AC.SaveSystem) | AC.SaveSystem | static |
| DeleteProfile(int profileIndex=-2, bool includeActive=true) | AC.SaveSystem | |
| DeleteProfileID(int profileID) | AC.SaveSystem | |
| DeleteSave(int saveID) | AC.SaveSystem | static |
| DeleteSave(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | |
| DoesImportExist(int saveID) | AC.SaveSystem | static |
| DoesSaveExist(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| DoesSaveExist(int saveID) | AC.SaveSystem | static |
| DoImportCheck(string fileData, int boolID) | AC.SaveSystem | |
| ExtractMainData(string saveFileContents) | AC.SaveSystem | static |
| ExtractSaveFileVariables(SaveFile saveFile, System.Action< List< GVar > > callback) | AC.SaveSystem | static |
| ExtractSceneData(string saveFileContents) | AC.SaveSystem | static |
| FileFormatHandler | AC.SaveSystem | static |
| foundImportFiles | AC.SaveSystem | |
| foundSaveFiles | AC.SaveSystem | |
| GatherImportFiles(string projectName, string filePrefix, int boolID, System.Action< List< SaveFile > > callback) | AC.SaveSystem | |
| GatherSaveFiles(System.Action< List< SaveFile > > callback=null) | AC.SaveSystem | |
| GenerateSaveSuffix(int saveID, int profileID=-1) | AC.SaveSystem | static |
| GetDivider(string saveFileContents) (defined in AC.SaveSystem) | AC.SaveSystem | protectedstatic |
| GetImportFile(int saveID) (defined in AC.SaveSystem) | AC.SaveSystem | |
| GetImportSlotLabel(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| GetImportSlotScreenshot(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| GetItemsFromPlayer(int _playerID) | AC.SaveSystem | |
| GetNewSaveID() | AC.SaveSystem | |
| GetNumImportSlots() | AC.SaveSystem | static |
| GetNumSaves(bool includeAutoSaves=true) | AC.SaveSystem | |
| GetNumSlots() | AC.SaveSystem | static |
| GetPlayerData(int playerID) | AC.SaveSystem | |
| GetPlayerSceneIndex(int ID) | AC.SaveSystem | |
| GetPlayerSceneName(int ID) | AC.SaveSystem | |
| GetSaveExtension() | AC.SaveSystem | static |
| GetSaveFile(int saveID) | AC.SaveSystem | |
| GetSaveSlotLabel(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| GetSaveSlotScreenshot(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| GetScreenshot(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles) | AC.SaveSystem | |
| GetScreenshotTexture() (defined in AC.SaveSystem) | AC.SaveSystem | protectedvirtual |
| GetSlotLabel(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles) | AC.SaveSystem | |
| ImportGame(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| ImportLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
| InitAfterLoad(int saveID=-1) (defined in AC.SaveSystem) | AC.SaveSystem | |
| IsInitialisingAfterLoad (defined in AC.SaveSystem) | AC.SaveSystem | |
| IsTakingSaveScreenshot | AC.SaveSystem | |
| LoadAutoSave() | AC.SaveSystem | static |
| LoadGame(int saveID) | AC.SaveSystem | static |
| LoadGame(SaveFile saveFile) | AC.SaveSystem | static |
| LoadGame(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
| loadingGame | AC.SaveSystem | |
| mainDataDivider (defined in AC.SaveSystem) | AC.SaveSystem | static |
| mainDataDivider_Replacement (defined in AC.SaveSystem) | AC.SaveSystem | static |
| MoveInactivePlayer(int ID, int newSceneIndex, TeleportPlayerStartMethod teleportPlayerStartMethod, int newPlayerStartConstantID=0, System.Action onComplete=null) | AC.SaveSystem | |
| MoveInactivePlayer(int ID, string newSceneNamex, TeleportPlayerStartMethod teleportPlayerStartMethod, int newPlayerStartConstantID=0, System.Action onComplete=null) | AC.SaveSystem | |
| MoveInactivePlayerToCurrentScene(int ID, TeleportPlayerStartMethod teleportPlayerStartMethod, PlayerStart newPlayerStart=null, System.Action onComplete=null) | AC.SaveSystem | |
| OnAddSubScene(SubScene subScene) (defined in AC.SaveSystem) | AC.SaveSystem | protected |
| OnCompleteSaveOperation(SaveFile saveFile, bool wasSuccesful, SaveOperation saveOperation, System.Action onComplete) (defined in AC.SaveSystem) | AC.SaveSystem | |
| OnDisable() (defined in AC.SaveSystem) | AC.SaveSystem | protected |
| OnEnable() (defined in AC.SaveSystem) | AC.SaveSystem | protected |
| OptionsFileFormatHandler | AC.SaveSystem | static |
| PersistentDataPath | AC.SaveSystem | static |
| pipe (defined in AC.SaveSystem) | AC.SaveSystem | static |
| ReceiveDataToImport(SaveFile saveFile, string fileData) | AC.SaveSystem | |
| ReceiveDataToLoad(SaveFile saveFile, string fileData) | AC.SaveSystem | |
| RenameSave(string newLabel, int saveIndex) | AC.SaveSystem | |
| RenameSaveByID(string newLabel, int saveID) | AC.SaveSystem | |
| SaveAutoSave() | AC.SaveSystem | static |
| SaveCurrentPlayerData() | AC.SaveSystem | |
| SaveFileHandler | AC.SaveSystem | static |
| SaveGame(int saveID, bool overwriteLabel=true, string newLabel="", System.Action onComplete=null) | AC.SaveSystem | static |
| SaveGame(int elementSlot, int saveID, bool useSaveID, bool overwriteLabel=true, string newLabel="", System.Action onComplete=null) | AC.SaveSystem | static |
| SaveLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
| SaveNewGame(bool overwriteLabel=true, string newLabel="", System.Action onComplete=null) | AC.SaveSystem | static |
| SaveNonPlayerData(bool stopFollowCommands) (defined in AC.SaveSystem) | AC.SaveSystem | |
| ScreenshotHeight | AC.SaveSystem | |
| ScreenshotWidth | AC.SaveSystem | |
| SetInitialPlayerID() (defined in AC.SaveSystem) | AC.SaveSystem | |
| SetSelectiveLoadOptions(SelectiveLoad selectiveLoad) | AC.SaveSystem | |
| SpawnAllPlayers() (defined in AC.SaveSystem) | AC.SaveSystem | |
| SpawnFollowingPlayers() (defined in AC.SaveSystem) | AC.SaveSystem | |
| SwitchToPlayerInDifferentScene(int playerID, int sceneIndex, bool doOverlay) | AC.SaveSystem | |
| SwitchToPlayerInDifferentScene(int playerID, string sceneName, bool doOverlay) | AC.SaveSystem | |
| UnloadVariablesData(string data, bool updateExistingVars, List< GVar > existingVars, bool fromOptions=false) | AC.SaveSystem | static |
| UpdateSaveFileLabels(ref List< SaveFile > _saveFiles) (defined in AC.SaveSystem) | AC.SaveSystem | static |
| UpdateSaveList(SaveFile saveFile) (defined in AC.SaveSystem) | AC.SaveSystem | protected |