Save & Load Add-On
  • Welcome to Save & Load Add-On for FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • Add-On Compatibility
    • List of Tutorials
  • GETTING STARTED
    • 01. Basic Set-Up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 DataPersistence
        • DataPersistence_SO
        • DataPersistenceManager
        • FileDataHandler
        • GameData
        • GameDataManager
      • 03.2 Editor
      • 03.3 Item Registry
        • ItemRegistry
        • ItemRegistryEditor
        • ItemRegistryAssetProcessor
      • 03.4 Main Menu
        • SaveSlot
        • SaveSlotsMenu
      • 03.5 Objects Save Data
        • CustomSaveData
      • 03.6 Serialization
        • SerializableVector3
        • SafeSerializationBinder
      • 03.7 Triggers
        • SaveTrigger
        • LoadTrigger
        • ToggleAutoSave
      • 03.8 Type Registry
        • TypeRegistry
        • TypeToPrefabMappingDrawer
      • 03.9 UI
        • SaveLoadButton
    • 04. Shared Content for Add-Ons
      • ToastManager
      • WorkLight
  • HOW TO USE & GUIDES
    • Save & Load Games Programmatically
    • Saving Custom Data: Simple Method
    • Saving Custom Data: Advanced Method
    • Loading Custom Data
    • Saving Instantiated Objects
    • Save & Load System during Development
    • Working with Save & Load in Cowsins Manager
    • Uninstalling the Add-On: Fixing Errors
    • Type to Prefab Mappings in Game Data Manager
    • How to add Buttons to Save & Load a game
    • Non-Saveable Scenes
    • Loading Scenes & Load Player Data
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  1. CONTENT
  2. 03. Content
  3. 03.1 DataPersistence

GameData

GameData contains all the Data that gets saved into an Encrypted Json File, ensuring it can be serialized.


SAVED DATA

GLOBAL PARAMETERS

  • lastUpdated [ long ]

  • timeSaved [ string ]

  • currentScene [ string ]

PLAYER TRANSFORMS

  • playerPosition [ float[] ]

  • playerRotation [ float[] ]

  • isCrouching [ bool ]

PLAYER STATISTICS

  • playerHealth [ float]

  • playerShield [ float]

  • maxHealth [ float]

  • maxShield [ float]

  • damageMultiplier [ float]

  • healMultiplier [ float]

EXPERIENCE + COINS

  • totalExperience [ float]

  • playerLevel [ int ]

  • coins [ int ]

GLOBAL PARAMETERS

  • triggeredObjects [ Dictionary<string, CustomSaveData>]

  • interactablesObjects [ Dictionary<string, CustomSaveData> ]

  • enemyObjects [ Dictionary<string, CustomSaveData> ]

  • destructibleObjects [ Dictionary<string, CustomSaveData> ]

  • customObjects [ Dictionary<string, CustomSaveData> ]

  • instantiatedObjects [ Dictionary<string, CustomSaveData> ]

P'LAYER BASE INVENTORY ( HOTBAR )

  • currentWeaponInt [ int ]

Next, you´ll find Inventory Pro Add-On related Information.

FPS ENGINE INVENTORY ADD-ON

  • rows [ int ]: Height of the Inventory

  • cols [ int ]: Width of the Inventory

  • serializableHotbarData [ SerializableInventoryData[] ]

  • serializableInventoryData [ SerializableInventoryData[] ]

  • favItems [ SerializableFavItemReference[] ]

SERIALIZABLE INVENTORY DATA CLASS

Used by Inventory Pro Add-On to store Inventory Slots Data, since it contains non-serializable types.

SERIALIZABLE FAV ITEM REFERENCE CLASS

Used by Inventory Pro Add-On to store Fav Items Slots Data, since it contains non-serializable types.

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Last updated 1 month ago