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Public Member Functions | |
| proto external bool | IsBusy () |
| Busy state is entered on e.g. save creation, migration, deletion. | |
| proto external bool | IsSavingEnabled () |
| True if saving is generally enabled for the current scenario or not. | |
| proto external void | SetEnabledSaveTypes (ESaveGameType enabled) |
| Configures which save types are currently available. | |
| proto external ESaveGameType | GetEnabledSaveTypes () |
| Get the currently enabled save types. | |
| proto external void | SetSavingAllowed (bool allowed) |
| Allow or disallow saving. | |
| proto external bool | IsSavingAllowed () |
| True if saving is enabled AND allowed. | |
| proto external void | StartPlaythrough (string mission, string optionalName=string.Empty, bool transition=true) |
| Remember info for save-point creation and kick off transition to mission load. | |
| proto external int | GetCurrentPlaythroughNumber () |
| Get the number of the current playthrough. | |
| proto external void | RequestSavePoint (ESaveGameType type, string displayName=string.Empty, ESaveGameRequestFlags flags=0, SaveGameOperationCallback callback=null) |
| Request a new save point to be created. | |
| proto external void | RequestSavePointOverwrite (notnull SaveGame save, ESaveGameRequestFlags flags=0, SaveGameOperationCallback callback=null) |
| Request to override a save with new data. | |
| proto external void | GetSaves (string missionfilter, notnull SaveGameObtainCallback callback) |
| Attempts to retrieve save games from cache or else reads them from storage source. | |
| proto external SaveGame | GetActiveSave () |
| Get save game currently being loaded/played. | |
| proto external void | Load (notnull SaveGame saveGame, bool transition=true) |
| Continue the game from this save point. | |
| proto external void | Delete (notnull SaveGame saveGame, SaveGameOperationCallback callback=null) |
| Delete the save point. | |
| proto external void | Purge (string mission, int playthroughFilter=-1, SaveGameOperationCallback callback=null) |
| Delete all save points of the given mission (optionally: of a specific playthrough) | |
| void | OnSaveCreated (SaveGame save) |
| Called when a new save point was created. | |
| void | OnSaveDeleted (SaveGame save) |
| Called when a new save point was created. | |
| void | OnBusyStateChanged (bool busy) |
| Called when busy state changes. | |
Static Public Member Functions | |
| static proto SaveGameManager | Get () |
| Get the save game manager instance. | |
| static proto string | GetCurrentMissionResource () |
| Get the currently active mission name (Mission header or world file) | |
| proto external void SaveGameManager.Delete | ( | notnull SaveGame | saveGame, |
| SaveGameOperationCallback | callback = null ) |
Delete the save point.
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static |
Get the save game manager instance.
| proto external SaveGame SaveGameManager.GetActiveSave | ( | ) |
Get save game currently being loaded/played.
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static |
Get the currently active mission name (Mission header or world file)
| proto external int SaveGameManager.GetCurrentPlaythroughNumber | ( | ) |
Get the number of the current playthrough.
| proto external ESaveGameType SaveGameManager.GetEnabledSaveTypes | ( | ) |
Get the currently enabled save types.
| proto external void SaveGameManager.GetSaves | ( | string | missionfilter, |
| notnull SaveGameObtainCallback | callback ) |
Attempts to retrieve save games from cache or else reads them from storage source.
| [in] | missionfilter | Load only for a specific mission or all known saves if passed Empty. |
| [in] | callback | Asnc handler that gets invoked with saves found. |
| proto external bool SaveGameManager.IsBusy | ( | ) |
Busy state is entered on e.g. save creation, migration, deletion.
| proto external bool SaveGameManager.IsSavingAllowed | ( | ) |
True if saving is enabled AND allowed.
| proto external bool SaveGameManager.IsSavingEnabled | ( | ) |
True if saving is generally enabled for the current scenario or not.
| proto external void SaveGameManager.Load | ( | notnull SaveGame | saveGame, |
| bool | transition = true ) |
Continue the game from this save point.
| void SaveGameManager.OnBusyStateChanged | ( | bool | busy | ) |
Called when busy state changes.
| void SaveGameManager.OnSaveCreated | ( | SaveGame | save | ) |
Called when a new save point was created.
| void SaveGameManager.OnSaveDeleted | ( | SaveGame | save | ) |
Called when a new save point was created.
| proto external void SaveGameManager.Purge | ( | string | mission, |
| int | playthroughFilter = -1, | ||
| SaveGameOperationCallback | callback = null ) |
Delete all save points of the given mission (optionally: of a specific playthrough)
| proto external void SaveGameManager.RequestSavePoint | ( | ESaveGameType | type, |
| string | displayName = string.Empty, | ||
| ESaveGameRequestFlags | flags = 0, | ||
| SaveGameOperationCallback | callback = null ) |
Request a new save point to be created.
It will be created as soon as saving is possible.
| [in] | type | What save game type should be created. Used mainly for UI logic |
| [in] | displayName | Name shown in UIs |
| [in] | flags | Options for blocking (save all immediately) and shutdown after save complte (callback will invoke prior to it) |
| [in] | callback | Async result handler that invokes after commit of save data completed |
| proto external void SaveGameManager.RequestSavePointOverwrite | ( | notnull SaveGame | save, |
| ESaveGameRequestFlags | flags = 0, | ||
| SaveGameOperationCallback | callback = null ) |
Request to override a save with new data.
It will keep the old type, display name, playthrough and savepoint number. If the override fails the old save remains intact.
| [in] | save | Which save instance to overwrite |
| [in] | flags | s. RequestSavePoint |
| [in] | callback | s. RequestSavePoint |
| proto external void SaveGameManager.SetEnabledSaveTypes | ( | ESaveGameType | enabled | ) |
Configures which save types are currently available.
| proto external void SaveGameManager.SetSavingAllowed | ( | bool | allowed | ) |
Allow or disallow saving.
Can be used to avoid auto-save or manual save during cutscenes or other non-saveable events. Any requested save is queued until saving is allowed again.
| proto external void SaveGameManager.StartPlaythrough | ( | string | mission, |
| string | optionalName = string.Empty, | ||
| bool | transition = true ) |
Remember info for save-point creation and kick off transition to mission load.