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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Member Functions | |
| string | GetSaveMethod () |
| Gets the name of the file format. | |
| string | GetSaveExtension () |
| Gets the extension of files that are saved in this format. | |
| string | SerializeObject< T > (object dataObject) |
| Converts a serializeable object to a data string that can be saved to disk. | |
| T | DeserializeObject< T > (string dataString) |
| Converts a data string to an object that it represents. | |
| string | SerializeAllRoomData (List< SingleLevelData > dataObjects) |
| Converts all scene data, as a List of SingleLevelData isntances, to a single string. | |
| List< SingleLevelData > | DeserializeAllRoomData (string dataString) |
| Converts a data string to a List of SingleLevelData instances. | |
| T | LoadScriptData< T > (string dataString) |
| Converts a data string to a subclass of RememberData. | |
An interface for classes that handle the conversion of data to saveable strings and vice-versa. These classes do not handle the disk-handling, only the conversion of data.
To override the format of save files, create a new class that implements iFileFormatHandler, and assign it with:
Where MyClassName is the name of your class.
To have this code run when the game begins, place it in the Awake function of a script in your game's first scene.
| List< SingleLevelData > AC.iFileFormatHandler.DeserializeAllRoomData | ( | string | dataString | ) |
Converts a data string to a List of SingleLevelData instances.
| dataString | The List of SingleLevelData, represented as a serialized string |
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| T AC.iFileFormatHandler.DeserializeObject< T > | ( | string | dataString | ) |
Converts a data string to an object that it represents.
| dataString | The object represented as a serialized string |
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| string AC.iFileFormatHandler.GetSaveExtension | ( | ) |
Gets the extension of files that are saved in this format.
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| string AC.iFileFormatHandler.GetSaveMethod | ( | ) |
Gets the name of the file format.
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| T AC.iFileFormatHandler.LoadScriptData< T > | ( | string | dataString | ) |
Converts a data string to a subclass of RememberData.
| dataString | The RememberData subclass, represented as a serialized string |
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| T | : | RememberData |
| string AC.iFileFormatHandler.SerializeAllRoomData | ( | List< SingleLevelData > | dataObjects | ) |
Converts all scene data, as a List of SingleLevelData isntances, to a single string.
| dataObjects | The scene data to serialize |
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.
| string AC.iFileFormatHandler.SerializeObject< T > | ( | object | dataObject | ) |
Converts a serializeable object to a data string that can be saved to disk.
| dataObject | The object to convert |
Implemented in AC.FileFormatHandler_Binary, AC.FileFormatHandler_Json, and AC.FileFormatHandler_Xml.