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
Object
Component
Behaviour
MonoBehaviour
GameProfile
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.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.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.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.name
Object.hideFlags

Constructors

GameProfile()

public GameProfile()

Properties

FilePath

public string FilePath { get; }

Property Value

string

OptionsFilePath

public string OptionsFilePath { get; }

Property Value

string

OptionsStore

public IOptionsStore OptionsStore { get; }

Property Value

IOptionsStore

Persist

public bool Persist { get; }

Property Value

bool

RunFilePath

public string RunFilePath { get; }

Property Value

string

RunStore

public IRunStore RunStore { get; }

Property Value

IRunStore

Store

Profile progress. Its SavedRun is always empty; the run is in RunStore.

public IProfileStore Store { get; }

Property Value

IProfileStore

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

arenaIds Func<IReadOnlyList<string>>