Class GameProfile
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Where the player's data lives. Put it next to SurvivorsGame (or assign it there) to keep options, unlocks, records and the saved run between sessions, each in its own file. Without it the session keeps them in memory only. A profile file from earlier package versions (profile and run in one file) is imported on first use.
[DisallowMultipleComponent]
public sealed class GameProfile : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourGameProfile
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
GameProfile()
public GameProfile()
Properties
FilePath
public string FilePath { get; }
Property Value
OptionsFilePath
public string OptionsFilePath { get; }
Property Value
OptionsStore
public IOptionsStore OptionsStore { get; }
Property Value
Persist
public bool Persist { get; }
Property Value
RunFilePath
public string RunFilePath { get; }
Property Value
RunStore
public IRunStore RunStore { get; }
Property Value
Store
Profile progress. Its SavedRun is always empty; the run is in RunStore.
public IProfileStore Store { get; }
Property Value
Methods
DeleteProfile()
Deletes the stored profile progress and saved run. Options are kept. Takes effect for the next run.
[ContextMenu("Delete Profile")]
public void DeleteProfile()
SetLegacyArenaIds(Func<IReadOnlyList<string>>)
Stable arena ids in content order, used when importing a run saved without arena ids. Set before first use.
public void SetLegacyArenaIds(Func<IReadOnlyList<string>> arenaIds)
Parameters
arenaIdsFunc<IReadOnlyList<string>>