Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.SaveSystem Member List

This is the complete list of members for AC.SaveSystem, including all inherited members.

_loadingGame (defined in AC.SaveSystem)AC.SaveSystemprotected
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.SaveSystemstatic
AutosaveLabel (defined in AC.SaveSystem)AC.SaveSystemstatic
ClearAllData()AC.SaveSystem
colon (defined in AC.SaveSystem)AC.SaveSystemstatic
ContinueGame()AC.SaveSystemstatic
CreateVariablesData(List< GVar > vars, bool isOptionsData, VariableLocation location)AC.SaveSystemstatic
CurrentPlayerID (defined in AC.SaveSystem)AC.SaveSystem
DeleteProfile(int profileIndex=-2, bool includeActive=true)AC.SaveSystem
DeleteProfileID(int profileID)AC.SaveSystem
DeleteSave(int saveID)AC.SaveSystemstatic
DeleteSave(int elementSlot, int saveID, bool useSaveID)AC.SaveSystem
DoesImportExist(int saveID)AC.SaveSystemstatic
DoesSaveExist(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
DoesSaveExist(int saveID)AC.SaveSystemstatic
DoImportCheck(string fileData, int boolID)AC.SaveSystem
ExtractMainData(string saveFileContents)AC.SaveSystemstatic
ExtractSaveFileVariables(SaveFile saveFile, System.Action< List< GVar >> callback)AC.SaveSystemstatic
ExtractSceneData(string saveFileContents)AC.SaveSystemstatic
FileFormatHandlerAC.SaveSystemstatic
foundImportFilesAC.SaveSystem
foundSaveFilesAC.SaveSystem
GatherImportFiles(string projectName, string filePrefix, int boolID)AC.SaveSystem
GatherSaveFiles()AC.SaveSystem
GenerateSaveSuffix(int saveID, int profileID=-1)AC.SaveSystemstatic
GetDivider(string saveFileContents) (defined in AC.SaveSystem)AC.SaveSystemprotectedstatic
GetImportSlotLabel(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
GetImportSlotScreenshot(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
GetItemsFromPlayer(int _playerID)AC.SaveSystem
GetNumImportSlots()AC.SaveSystemstatic
GetNumSaves(bool includeAutoSaves=true)AC.SaveSystem
GetNumSlots()AC.SaveSystemstatic
GetPlayerData(int playerID)AC.SaveSystem
GetPlayerSceneIndex(int ID)AC.SaveSystem
GetPlayerSceneName(int ID)AC.SaveSystem
GetSaveExtension()AC.SaveSystemstatic
GetSaveFile(int saveID)AC.SaveSystem
GetSaveSlotLabel(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
GetSaveSlotScreenshot(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
GetScreenshot(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles)AC.SaveSystem
GetScreenshotTexture() (defined in AC.SaveSystem)AC.SaveSystemprotectedvirtual
GetSlotLabel(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles)AC.SaveSystem
ImportGame(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
ImportLabel (defined in AC.SaveSystem)AC.SaveSystemstatic
InitAfterLoad(int saveID=-1) (defined in AC.SaveSystem)AC.SaveSystem
IsTakingSaveScreenshotAC.SaveSystem
LoadAutoSave()AC.SaveSystemstatic
LoadGame(int saveID)AC.SaveSystemstatic
LoadGame(SaveFile saveFile)AC.SaveSystemstatic
LoadGame(int elementSlot, int saveID, bool useSaveID)AC.SaveSystemstatic
loadingGameAC.SaveSystem
mainDataDivider (defined in AC.SaveSystem)AC.SaveSystemstatic
mainDataDivider_Replacement (defined in AC.SaveSystem)AC.SaveSystemstatic
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.SaveSystemprotected
OnCompleteSaveOperation(SaveFile saveFile, bool wasSuccesful, SaveOperation saveOperation) (defined in AC.SaveSystem)AC.SaveSystem
OnDisable() (defined in AC.SaveSystem)AC.SaveSystemprotected
OnEnable() (defined in AC.SaveSystem)AC.SaveSystemprotected
OptionsFileFormatHandlerAC.SaveSystemstatic
PersistentDataPath (defined in AC.SaveSystem)AC.SaveSystemstatic
pipe (defined in AC.SaveSystem)AC.SaveSystemstatic
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.SaveSystemstatic
SaveCurrentPlayerData()AC.SaveSystem
SaveFileHandlerAC.SaveSystemstatic
SaveGame(int saveID, bool overwriteLabel=true, string newLabel="")AC.SaveSystemstatic
SaveGame(int elementSlot, int saveID, bool useSaveID, bool overwriteLabel=true, string newLabel="")AC.SaveSystemstatic
SaveLabel (defined in AC.SaveSystem)AC.SaveSystemstatic
SaveNewGame(bool overwriteLabel=true, string newLabel="")AC.SaveSystemstatic
SaveNonPlayerData(bool stopFollowCommands) (defined in AC.SaveSystem)AC.SaveSystem
ScreenshotHeightAC.SaveSystem
ScreenshotWidthAC.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.SaveSystemstatic