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static bool | store (List< Directories > hierarchie, string name, T payload, bool use_install_folder=false, bool overwrite=true, bool deep_store=true) |
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static bool | store_children (List< Directories > hierarchie, string name, T payload, bool use_install_folder=false, bool overwrite=true, bool deep_store=true) |
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static bool | load_children (List< Directories > hierarchie, string name, ref T raw_payload, bool use_install_folder=false, bool deep_load=true, bool post_process=true) |
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static bool | load (List< Directories > hierarchie, string name, out T payload, bool use_install_folder=false, bool deep_load=true, bool post_process=true) |
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static T | postprocess (T payload) |
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static T | preprocess (T payload) |
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static void | delete_children (List< Directories > hierarchie, string name, bool use_install_folder=false, int skip_last_children=0) |
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static bool | delete (List< Directories > hierarchie, string name, bool use_install_folder=false) |
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static readonly IJSONsavable< T > | Instance |
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static readonly FieldInfo[] | JsonSaveableFields |
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static readonly FieldInfo[] | JsonAutoPreProcessFields |
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static readonly FieldInfo[] | JsonAutoPostProcessFields |
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static readonly FieldInfo[] | JsonSeperateFields |
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static List< Directories > | hierarchie |
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◆ SaveGame() [1/2]
static Stage.SaveGame.SaveGame |
( |
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staticprivate |
◆ SaveGame() [2/2]
Stage.SaveGame.SaveGame |
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◆ _IJGetName()
◆ _IJPostProcess()
◆ _IJPreProcess()
◆ player_record
◆ player_record_list
Dictionary<string, PlayerRecord> Stage.SaveGame.player_record_list = new() |
◆ IsEmpty
bool Stage.SaveGame.IsEmpty |
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get |
◆ name
string Stage.SaveGame.name |
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getset |
◆ path
string Stage.SaveGame.path |
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getset |
The documentation for this class was generated from the following file:
- D:/Users/marco/Dokuments/OneDrive/FAU/Informatik/!UFrameIT/FrameIT/MaZiFAU/Assets/Scripts/Loading/Stage.cs