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| proto external ESerializeResult | SerializeNative (notnull Managed instance, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| proto external bool | DeserializeNative (notnull Managed instance, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| ESerializeResult | Serialize (notnull Managed instance, notnull BaseSerializationSaveContext context) |
| | Custom implementation for writing the script data into into the save context.
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| bool | Deserialize (notnull Managed instance, notnull BaseSerializationLoadContext context) |
| | Custom implementation for deserialzing the script data from the load context.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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◆ Deserialize()
| bool ScriptedStateSerializer.Deserialize |
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notnull Managed | instance, |
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notnull BaseSerializationLoadContext | context ) |
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protected |
◆ DeserializeNative()
Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
◆ GetDeserializeEvent()
Select when the deserialization should happen: BEFORE_CONSTRUCTOR: Instance was created but the constructor not yet called.
So apply logic can not rely on something the constructor manually initalized.s REPLACE_CONSTRUCTOR: The deserialization logic replaces any constructor defined. Allows setting all relevant values without wasting time setting up defaults that will be overridden anyway. AFTER_CONSTRUCTOR: Default "normal" behavior as if custom scripts were manipulating the instance after the "new" call.
◆ Serialize()
| ESerializeResult ScriptedStateSerializer.Serialize |
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notnull Managed | instance, |
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notnull BaseSerializationSaveContext | context ) |
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protected |
◆ SerializeNative()
Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
The documentation for this interface was generated from the following file:
- Game/generated/Systems/Persistence/Serializers/ScriptedStateSerializer.c