using PixelCrushers; using UnityEngine; namespace Beyond { public class PlyerSaver : Saver // Rename this class. { public override string RecordData() { /// This method should return a string that represents the data you want to save. /// You can use SaveSystem.Serialize() to serialize a serializable object to a /// string. This will use the serializer component on the Save System GameObject, /// which defaults to Unity's built-in JSON serialization. Remember that Unity /// cannot directly serialize lists or arrays, so you must put them inside a /// class. return string.Empty; } public override void ApplyData(string data) { /// This method should process the string representation of saved data and apply /// it to the current state of the game. You can use SaveSystem.Deserialize() /// to deserialize the string to an object that specifies the state to apply to /// the game. } //public override void ApplyDataImmediate() //{ // // If your Saver needs to pull data from the Save System immediately after // // loading a scene, instead of waiting for ApplyData to be called at its // // normal time, which may be some number of frames after the scene has started, // // it can implement this method. For efficiency, the Save System will not look up // // the Saver's data; your method must look it up manually by calling // // SaveSystem.savedGameData.GetData(key). //} //public override void OnBeforeSceneChange() //{ // // The Save System will call this method before scene changes. If your saver listens for // // OnDisable or OnDestroy messages (see DestructibleSaver for example), it can use this // // method to ignore the next OnDisable or OnDestroy message since they will be called // // because the entire scene is being unloaded. //} //public override void OnRestartGame() //{ // // The Save System will call this method when restarting the game from the beginning. // // Your Saver can reset things to a fresh state if necessary. //} } }