Releases: AlexMeesters/Component-Save-System
Releases · AlexMeesters/Component-Save-System
v1.071
Release v1.07
There have been several syntax changes made with this version. If you update, you may get an error or two due to lacking function parameters.
Main features of the release:
- Multi-scene saved prefab support (https://streamable.com/63yl8)
- Fixed issue related to the OnSaveCondition, where it would stop saving
- Added delegates to the SaveMaster class. Making it possible to listen to 4 types of events
onSlotChangeBegin onSlotChangeDone onWritingToDiskBegin onWritingToDiskDone - Added the "SaveMaster.SetSlotAndCopyActiveSave(slot)" method. Which makes it possible to easily
copy over your current save slot to another one.
Changelog:
- Saveable component now no longer stores a reference to the last used SaveGame. Lowered the amount of responsibilities for the component.
- The WipeData method (On Saveables) is now called from the SaveMaster class. By calling SaveMaster.WipeSaveable(Saveable)
- Added SaveMaster.ReloadListener(Saveable) method to the save master.
This can get called if new components have been added to a saveable. - Fixed issue that prevented Saveables from saving when switching between save slots.
This was due to the OnSaveCondition blocking the save, even tough it was set to a new slot.
ResetState() is now called on the Saveable components upon switching saves. - Saveable field "saveIdentification" is now private. In order to set or retrieve the value, you have to access
SaveIdentification. - When passing "" through the OnSave method, it no longer stores that data to the saveGame.
- Added method SaveMaster.SetSlotAndCopyActiveSave(slot) to make it possible to copy the current save to a different slot.
And use that slot instead. - Added events you can listen to for the SaveMaster. This is useful if you want to
load/unload scenes before a slot gets loaded. - Added parameter to SaveMaster.SpawnSavedPrefab. You can now specify which scene to save the saveable to.
By default it will use the active scene. - Fixed issue with the SaveInstanceManager, where it was possible to spawn instances that were assigned to a different scene.
- SavedInstance component is no longer addable through the inspector. Adding this is done through code
by the SaveInstanceManager. - Save Instance Managers now only get created if there is data present for them.
Or when a new saved prefab gets spawned. - Fixed issue in initialization of Saveables, hasIdentification now gets lazy initialization upon first load.
- Added support for spawning Saved Instances in duplicated scenes. You are required to create a Save Instance Manager with a custom ID for a duplicate scene.
Release v1.06
- Fixed major issue that caused spawned instances to not save due to duplicate save IDs. This issue was prominent when having a lot of saved instances in the scene.
Release v1.051
-
Added option to set guid length of gameObject and component ID's.
You can set this in the settings menu. -
Added fix to ValidateHierachy script, OnValidate is no longer required to be public
Release v.1.05
Initial public release