Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Static Public Member Functions | |
static T | returnComponent< T > (int constantID) |
static ConstantID | returnConstantID (int constantID) |
static T | GetGameObjectComponent< T > (int constantID, GameObject gameObject) |
Gets a component on a GameObject, or a child of that GameObject, with a given ConstantID. More... | |
static int | GetConstantID (GameObject _gameObject, bool reportMissing=true) |
Gets the Constant ID number of a GameObject, if it has one. More... | |
static int | GetConstantID (Transform _transform) |
Gets the Constant ID number of a Transform, if it has one. More... | |
static string | SerializeObject< T > (object dataObject, bool addMethodName=false, iFileFormatHandler fileFormatHandler=null) |
Serializes an object, either by XML, Binary or Json, depending on the game's iFileFormatHandler. More... | |
static T | DeserializeObject< T > (string dataString, iFileFormatHandler fileFormatHandler=null) |
De-serializes an object from a string, according to the game's iFileFormatHandler. More... | |
static Paths | RestorePathData (Paths path, string pathData) |
Converts a compressed string into an array of Paths object's nodes. More... | |
static string | CreatePathData (Paths path) |
Compresses a Paths object's nodes into a single string, that can be stored in a save file. More... | |
static bool | SaveFile (string fullFileName, string _data) |
static string | LoadFile (string fullFilename, bool doLog=true) |
static string | SaveScriptData< T > (object dataObject) |
Serializes a Remember script object, either XML, Binary or Json, depending on the platform. More... | |
static T | LoadScriptData< T > (string dataString) |
De-serializes a RememberData class. More... | |
static OptionsData | DeserializeOptionsData (string dataString) |
Deserializes a string into an OptionsData class. More... | |
All of AC's actual file handling, serialising and deserialising is performed within this script. Its public functions are static, so it does not need to be placed on any scene object.
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De-serializes an object from a string, according to the game's iFileFormatHandler.
dataString | The object, serialized into a string |
fileFormatHandler | The iFileFormatHandler to use to deserialize the data. If not set, it will default to SaveSystem.FileFormatHandler |
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Deserializes a string into an OptionsData class.
dataString | The OptionsData, serialized as a string |
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Gets the Constant ID number of a GameObject, if it has one.
_gameObject | The GameObject to check for |
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Gets the Constant ID number of a Transform, if it has one.
_transform | The Transform to check for |
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Gets a component on a GameObject, or a child of that GameObject, with a given ConstantID.
constantID | The Constant ID number generated by the ConstantID component |
_gameObject | The GameObject to search |
T | : | Component |
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De-serializes a RememberData class.
dataString | The RememberData class, serialized as a string |
T | : | RememberData |
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Deprecated - use ConstantID.GetComponent instead
T | : | Component |
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Deprecated - use ConstantID.GetComponent instead
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Serializes a Remember script object, either XML, Binary or Json, depending on the platform.
dataObject | The object to serialize |
T | : | RememberData |
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Serializes an object, either by XML, Binary or Json, depending on the game's iFileFormatHandler.
dataObject | The object to serialize |
addMethodName | If True, the name of the serialization method (XML, Binary or Json) will be appended to the start of the serialized string. This is useful when the same file is read later by a different serialization method. |
fileFormatHandler | The iFileFormatHandler to use to serialize the data. If not set, it will default to SaveSystem.FileFormatHandler |