A class to save almost any kind of data on almost all devices (not heavily tested).
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| static void | OpenSavedDataFolder () |
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| static void | Save< T > (T objectToSave, string filename, string encryptionPassword=null, Encoding encoding=null) |
| | Saves data using the identifier. More...
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| static T | Load< T > (string filename, T defaultValue, string encryptionPassword=null, Encoding encoding=null, bool supressFileNotFoundWarning=false) |
| | Loads data using identifier. More...
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| static bool | Exists (string filename) |
| | Checks whether the specified identifier exists or not. More...
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| static void | Delete (string filename) |
| | Delete the specified identifier and path. More...
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| static void | DeleteAll () |
| | Deletes all. More...
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A class to save almost any kind of data on almost all devices (not heavily tested).
Definition at line 37 of file SaveDataManager.cs.
◆ Delete()
| static void UnityEngine.SaveDataManager.Delete |
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string |
filename | ) |
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static |
Delete the specified identifier and path.
- Parameters
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| filename | Identifier of the file to delete. Can route to a folder relative to the Application.persistentDataPath. |
Definition at line 282 of file SaveDataManager.cs.
◆ DeleteAll()
| static void UnityEngine.SaveDataManager.DeleteAll |
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| ) |
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static |
Deletes all.
Be aware, it will delete all files found in the '
>
Definition at line 313 of file SaveDataManager.cs.
◆ Exists()
| static bool UnityEngine.SaveDataManager.Exists |
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string |
filename | ) |
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static |
Checks whether the specified identifier exists or not.
- Parameters
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| filename | Identifier of the file to check. Can route to a folder relative to the Application.persistentDataPath. |
Definition at line 236 of file SaveDataManager.cs.
◆ GetFilePath()
| static string UnityEngine.SaveDataManager.GetFilePath |
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string |
filename | ) |
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staticprivate |
◆ Load< T >()
| static T UnityEngine.SaveDataManager.Load< T > |
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string |
filename, |
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T |
defaultValue, |
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string |
encryptionPassword = null, |
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Encoding |
encoding = null, |
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bool |
supressFileNotFoundWarning = false |
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) |
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static |
Loads data using identifier.
- Parameters
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| filename | Identifier of the file containing the data. Can route to a folder relative to the Application.persistentDataPath. |
| defaultValue | Default Value. Used in case the saved data is not found. |
| encryptionPassword | Encryption Password (set it to the same password you used to save it). |
| encoding | Encoding. |
| supressFileNotFoundWarning | Should the warning be disabled so if the desired data is not found no warning is created? Set it to True for hiding the warning. |
- Template Parameters
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| T | The objectToSave's type. |
Definition at line 154 of file SaveDataManager.cs.
◆ OpenSavedDataFolder()
| static void UnityEngine.SaveDataManager.OpenSavedDataFolder |
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static |
◆ Save< T >()
| static void UnityEngine.SaveDataManager.Save< T > |
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T |
objectToSave, |
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string |
filename, |
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string |
encryptionPassword = null, |
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Encoding |
encoding = null |
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) |
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static |
Saves data using the identifier.
- Parameters
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| filename | Identifier of the file containing the data. Can route to a folder relative to the Application.persistentDataPath. |
| objectToSave | Object to save. |
| encryptionPassword | Encryption Password. |
| encoding | Encoding. |
- Template Parameters
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| T | The objectToSave's type. |
Definition at line 66 of file SaveDataManager.cs.
◆ saveDataPath
| string UnityEngine.SaveDataManager.saveDataPath = Application.persistentDataPath |
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static |
The documentation for this class was generated from the following file: