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LoadContext Interface Reference

Base serialization context for loading data back to the game. More...

Inheritance diagram for LoadContext:
SerializationContext BaseSerializationLoadContext LoadContainerContext BinaryLoadContext ContainerSerializationLoadContext JsonLoadContext SCR_BinLoadContext SCR_PersistenceBinaryLoadContext SCR_JsonLoadContext SCR_PersistenceJsonLoadContext SCR_PersistenceBinLoadContext

Public Member Functions

proto bool Read (out void value)
 Read a given value. Name of property is automatically derived from the input variable name.
 
proto bool ReadValue (string name, out void value)
 Read an explictly named value.
 
proto bool ReadDefault (out void value, void defaultValue)
 s. Read, if the property was not found but the context type allows to seek members (e.g. json) it will return the default value provided.
 
proto bool ReadValueDefault (string name, out void value, void defaultValue)
 s. ReadValue andReadDefault
 
proto bool ReadMapKey (int idx, out string key)
 Manual map key reading, must be read in order (idx=0..N)
 
proto external bool DoesKeyExist (string name)
 Check if the currently open object has any member with the given key name.
 
proto external bool DoesObjectExist (string name)
 Check if the context has a child object of that name.
 
- Public Member Functions inherited from SerializationContext
proto external bool CanSeekMembers ()
 
proto external bool IsValid ()
 
proto external string GetDataExtension ()
 
proto external void ConfigureTypeDiscriminator (string fieldName="$type")
 Type discriminator is used to add polymorph object instance support to the serializer.
 
proto external bool EnableTypeDiscriminator (bool enabled)
 Enable or disable, can be used to pause it for a specific variable and resume after it was written.
 
proto external bool IsTypeDiscriminatorEnabled ()
 Is the type discrimiation currently enabled.
 
proto external void Reset ()
 Reset buffers to re-use for new data.
 
proto bool StartMap (string name, out int count)
 Start new map. Empty name will result in an anonymous map. Count must be known ahead of time.
 
proto external bool EndMap ()
 
proto bool StartArray (string name, out int count)
 Start new array. Empty name will result in an anonymous array. Count must be known ahead of time.
 
proto external bool EndArray ()
 
proto external bool StartObject (string name=string.Empty)
 Start new subobject. Empty name will result in an anonymous object.
 
proto external bool EndObject ()
 

Detailed Description

Base serialization context for loading data back to the game.

It works as an adapter between the game logic and serialized data.

Member Function Documentation

◆ DoesKeyExist()

proto external bool LoadContext.DoesKeyExist ( string name)

Check if the currently open object has any member with the given key name.

This includes child objects. NOTE: Support depends on specific context implementation. Binary container will always return true!

◆ DoesObjectExist()

proto external bool LoadContext.DoesObjectExist ( string name)

Check if the context has a child object of that name.

NOTE: Support depends on specific context implementation. Binary container will always return true unless object seeking is enabled!

◆ Read()

proto bool LoadContext.Read ( out void value)

Read a given value. Name of property is automatically derived from the input variable name.

◆ ReadDefault()

proto bool LoadContext.ReadDefault ( out void value,
void defaultValue )

s. Read, if the property was not found but the context type allows to seek members (e.g. json) it will return the default value provided.

◆ ReadMapKey()

proto bool LoadContext.ReadMapKey ( int idx,
out string key )

Manual map key reading, must be read in order (idx=0..N)

◆ ReadValue()

proto bool LoadContext.ReadValue ( string name,
out void value )

Read an explictly named value.

◆ ReadValueDefault()

proto bool LoadContext.ReadValueDefault ( string name,
out void value,
void defaultValue )

s. ReadValue andReadDefault


The documentation for this interface was generated from the following file: