Makinom allows you to add custom save data to the save game system.
Add custom save data (e.g. 3rd party product data) to Makinom save games by registering a class (e.g. a component) to the save game system. The class must implement the ISaveData interface.
Registering a Class
To register a class, call the following function:
Maki.SaveGame.RegisterCustomData(string name, ISaveData saveData, bool beforeSceneLoad);
The parameters of the function:
- string name
The name used to register the custom save data.
You can only register one custom save data for per name. - ISaveData saveData
The class that implements the ISaveData interface. - bool beforeSceneLoad
This flag decides if the custom save data will be loaded before (true) or after (false) a scene has been loaded.
If you want to unregister a class from the save game handler, you can call the following function:
ORK.SaveGame.UnregisterCustomData(string name, bool beforeSceneLoad);
The ISaveData interface
This interface has two functions that need to be implemented into your class:
public DataObject SaveGame()
This function is called when the game is saved. It returns a DataObject, which holds all the data that you want to save.
public void LoadGame(DataObject data)
This function is called when a save game is loaded. The DataObject passed as parameter contains the data that is saved. It’s crucial to make a check for null on the data object before using it, since it could be null if no data was found for the registered name – in that case, you can use the load game function to do default initialization.
Code Example
Here’s a small code example on how the custom save data functionality can be used. The example uses a component (MonoBehaviour), but you can also use similar code in other classes.
It’s crucial that the class you register to the save game handler must be alive throughout the entire game, and it’s best if you register it in the same scene where Makinom is first initialized with a game starter. Don’t register custom save data in a running game, this will lead to the classes not being registered if you play the game at a later time and want to load a save game.
using UnityEngine; using Makinom; public class CustomSaveTest : MonoBehaviour, ISaveData { public bool toggle = false; public float number = 0; public string text = ""; // register to the Makinom save game handler void Start() { Maki.SaveGame.RegisterCustomData("test", this, false); GameObject.DontDestroyOnLoad(this.gameObject); } // called when a game is saved public DataObject SaveGame() { DataObject data = new DataObject(); data.Set("toggle", this.toggle); data.Set("number", this.number); data.Set("text", this.text); return data; } // called when a game is loaded // depending on the 'beforeSceneLoad' parameter of the registration, // the function will be called either before or after loading the scene. public void LoadGame(DataObject data) { if(data != null) { data.Get("toggle", ref this.toggle); data.Get("number", ref this.number); data.Get("text", ref this.text); } } }