Static Events
WhenDecodingFinished
Called when the game has finished decoding.
WhenDecodingStarts
Called when the game starts decoding.
WhenEncodingFinished
Called when the game has completed encoding.
WhenEncodingStarts
Called when the game starts encoding.
WhenInitializationFinished
Called when initialization finishes.
WhenLateInitializationFinished
Called when late initialization finishes.
WhenLoadFinished
Called when the game has finished loading.
Called when the game starts loading.
WhenSaveFinished
Called when the game has completed a save.
WhenSaveStarts
Called when the game starts saving.
Static Properties
CoroutineHost
This is the MonoBehaviour that all ProSaver coroutines run on. Coroutines are used in initialization, late initialization, saving and loading.
EncodedData
When data is encoded it can be found here.
The type of encoding used when encoding.
Encrypt
Set true if you wish to encrypt data when saving or encoding, or if you need to decrypt data when loading.
EncryptedAndEncondedData
Return encoded and encrypted data.
InitializationDeclared
Is true if scene initialization has been declared at any point since the scene has loaded.
InitializationPercentage
The amount of the initialization that has been completed. Is 0 if initialization is not occurring.
InitializationThreshold
The number of IInitializables that have Initialize() called in one Update loop of the initialization process.
LateInitializationDeclared
Returns true if late initialization is declared. Note, that being "declared" is not the same as running. Late initialization starts on the frame in which loading data from drive or server in completed, not at the moment it is declared.
LateInitializationPercentage
Returns the percentage of the late initialization that has been completed and returns 0 when late initialization is not occurring.
LateIntializationThreshold
This returns the amount of ILateInitializables that have their function LateInitialization() called in a single Update loop during late initialization. The greater the number the faster the late initialization but the greater the tendency for the game to freeze during late initialization.
LoadAttempted
True if a load has been attempted since the game booted.
LoadSuccessful
True if data has been loaded since the game started.
LoadUpdateThreshold
The number of things that are loaded within 1 update loop. The greater the number the faster the load but the greater the tendency for the game to freeze during loading.
SavePather
Contains the paths to where the game and encryption keys are saved. Additionally, you can change the save file number, to add or alter game save slots.
Saver
The class that manages saving and loading your game.
SaveUpdateThreshold
The number of things that are saved within 1 update loop. The greater the number the faster the save but the greater the tendency for the game to freeze during saving.
SceneReadyPercentage
The percentage of the scene's preparation that is completed.
ScenePrepFinish
Returns true if initialization, late initialization and complete scene prep have finished, false otherwise
Changing this changes the save file's format.
Static Methods
AddToCompleteScenePrep
Add an action to the collection of actions invoked on CompleteScenePrep().
AddToInitialization
Add an IInitializable to initialization.
AddToLateInitialization
Remove an IInitializable from initialization.
Pass an ISaveable through this class to add it to the list of things to be saved.
ClearSaveData
Clears the data from RAM, but does not wipe data from drive.
DeclareInitialization
Starts the initialization process.
DecodeData
Decodes game data and applies it to game state.
DeleteGameData
Deletes the game data.
EncodeGame
Encodes the games data. When the process is finished the data can be retrieved in EncodedData or, if encrypted, in EncryptedAndEncodedData.
FinishScenePrepNow
Instantly ends scene preparation, skipping late initialization.
InitializationIncludes
Checks if an IInitializable has been added to initialization.
LateInitializationIncludes
Checks if an ILateInitializable has been added to late initialization.
LoadGame
Call this function to start a game load.
RemoveFromComplete
ScenePrep
Removes an object and any action it is supposed to invoke on CompleteScenePrep from having that object's action invoked on CompleteScenePrep.
RemoveFromInitialization
Remove an IInitializable from initialization.
RemoveFromLateInitialization
Remove an ILateInitializable from the late initialization.
RemoveFromSave
Remove an ISaveable from the list of things to be saved.
SaveGame
Call this function to start a game save.
Checks if the ISaveable is already added to save.
SkipLateInitialization
AfterLoad
Ensures that late initialization will not be called after data is loaded, but instead scene prep will just end.
StartLateInitializationNow
Starts late initialization instantly.
SubsribedToComplete
ScenePrep
Checks if an object has been added to CompleteSecenPrep.