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Class SceneFile

An object that allows managing the properties of a saved

Inheritance
System.Object
SceneFile
SceneFileCopy
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: SaveIsEasy
Assembly: SaveIsEasyDLL.dll
Syntax
public class SceneFile

Properties

Copy

To get the copy file

Declaration
public SceneFileCopy Copy { get; }
Property Value
Type Description
SceneFileCopy

This will return null if the copy file not exists

ErrorMessage

This is to get the error message that has been produced in the load of the object.

Declaration
public string ErrorMessage { get; }
Property Value
Type Description
System.String

Empty string for not error, Or the error message.

FormatVersion

Gets the build version of the asset

Declaration
public int FormatVersion { get; }
Property Value
Type Description
System.Int32

HasSaveIsEasyStatistics

If the game was saved with a SaveIsEasyStatistics enable.

Declaration
public bool HasSaveIsEasyStatistics { get; }
Property Value
Type Description
System.Boolean

LastModifiedDate

Returns the date and time, in coordinated universal time (UTC), of the last saved.

Declaration
public DateTime LastModifiedDate { get; }
Property Value
Type Description
System.DateTime

Name

Returns the file name of save without the extension.

Declaration
public string Name { get; }
Property Value
Type Description
System.String

This only returns the name of the file, example: 'level1'

QuickAccess

All the quick access values that were loaded from the file. key(string) the name of the field -> object

Declaration
public Dictionary<string, object> QuickAccess { get; }
Property Value
Type Description
System.Collections.Generic.Dictionary<System.String, System.Object>

SceneBuildIndex

The BuildIndex of the scene that was loaded when the game was saved.

Declaration
public int SceneBuildIndex { get; }
Property Value
Type Description
System.Int32

SceneName

The Name of the scene that was loaded when the game was saved.

Declaration
public string SceneName { get; }
Property Value
Type Description
System.String

ScenePath

The Path of the scene that was loaded when the game was saved.

Declaration
public string ScenePath { get; }
Property Value
Type Description
System.String

StatisticsCreationDate

The time in which the game was created, in UTC format.

Declaration
public long StatisticsCreationDate { get; }
Property Value
Type Description
System.Int64

StatisticsCreationDateAsDateTime

The time in which the game was created.

Declaration
public DateTime StatisticsCreationDateAsDateTime { get; }
Property Value
Type Description
System.DateTime

StatisticsLoads

The amount of times the game was load.

Declaration
public ushort StatisticsLoads { get; }
Property Value
Type Description
System.UInt16

StatisticsScreenshotAsSprite

To get the screenshot when the game was saved.

Declaration
public Sprite StatisticsScreenshotAsSprite { get; }
Property Value
Type Description
Sprite

StatisticsScreenshotAsTexture2D

To get the screenshot when the game was saved.

Declaration
public Texture2D StatisticsScreenshotAsTexture2D { get; }
Property Value
Type Description
Texture2D

StatisticsTotalTimeInSeconds

The time he spent playing at this save, in seconds.

Declaration
public uint StatisticsTotalTimeInSeconds { get; }
Property Value
Type Description
System.UInt32

StatisticsTotalTimeInSecondsAsTimeSpan

The time he spent playing at this save.

Declaration
public TimeSpan StatisticsTotalTimeInSecondsAsTimeSpan { get; }
Property Value
Type Description
System.TimeSpan

Methods

CheckIntegrity()

This will try to read all file data to verify the integrity

Declaration
public SceneFile.IntegrityResult CheckIntegrity()
Returns
Type Description
SceneFile.IntegrityResult

An enum with the result of whether the file is valid or not.

CheckIntegrity(Scene)

This will try to read all file data to verify the integrity

Declaration
public SceneFile.IntegrityResult CheckIntegrity(Scene scene)
Parameters
Type Name Description
Scene scene

In the scene where it is going to do the requested, it requires that a 'SaveIsEasyManager' is valid and active in that scene.

Returns
Type Description
SceneFile.IntegrityResult

An enum with the result of whether the file is valid or not.

Delete()

Delete this save file and if have a copy that too.

Declaration
public virtual void Delete()

Duplicate(String)

To create a copy of this save file

Declaration
public virtual SceneFile Duplicate(string newName)
Parameters
Type Name Description
System.String newName

The new name, Supports absolute and relative formats examples: 'level2', 'test/level3', 'C:/Test/level4'

Returns
Type Description
SceneFile

The new file that was created

GetAccessObjectAsType<T>(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public T GetAccessObjectAsType<T>(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved, Case sensitive.

Returns
Type Description
T

The value, if it is not found, the function returns default(T).

Type Parameters
Name Description
T

GetQuickAccessBoolean(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public bool GetQuickAccessBoolean(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Boolean

The value, if it is not found, the function returns false.

GetQuickAccessDouble(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public double GetQuickAccessDouble(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Double

The value, if it is not found, the function returns 0.

GetQuickAccessInt32(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public int GetQuickAccessInt32(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Int32

The value, if it is not found, the function returns 0.

GetQuickAccessInt64(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public long GetQuickAccessInt64(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Int64

The value, if it is not found, the function returns 0.

GetQuickAccessObject(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public object GetQuickAccessObject(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Object

The value, if it is not found, the function returns null.

GetQuickAccessSingle(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public float GetQuickAccessSingle(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Single

The value, if it is not found, the function returns 0.

GetQuickAccessString(String)

Get a value that was saved with QuickAccessAttribute.

Declaration
public string GetQuickAccessString(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.String

The value, if it is not found, the function returns "".

HasKeyQuickAccess(String)

To know if there is a field in quick access.

Declaration
public bool HasKeyQuickAccess(string name)
Parameters
Type Name Description
System.String name

The name of the field that was saved.

Returns
Type Description
System.Boolean

True = the field exists, False = the field does not exist.

HaveCopy()

This file has a copy or is a copy?

Declaration
public virtual bool HaveCopy()
Returns
Type Description
System.Boolean

True = has a copy, False = not has a copy

IsCopy()

Is this object a copy of a saved file?

Declaration
public virtual bool IsCopy()
Returns
Type Description
System.Boolean

False = it is not a copy, True = It is a copy file

IsEncrypted()

If this file encrypted?

Declaration
public bool IsEncrypted()
Returns
Type Description
System.Boolean

True = it is encrypted, False = it is not encrypted

LoadSceneAndGame()

Load the corresponding scene and then load the game.

Declaration
public void LoadSceneAndGame()

LoadSceneAndGame(SceneFile.LoadSceneBy, Boolean, Boolean)

Load the corresponding scene and then load the game.

Declaration
public void LoadSceneAndGame(SceneFile.LoadSceneBy loadSceneBy, bool eraseInvalidsGameObject, bool runInThread)
Parameters
Type Name Description
SceneFile.LoadSceneBy loadSceneBy

How to look for the scene.

System.Boolean eraseInvalidsGameObject

To erase old or invalids GameObjects with SaveIsEasyComponent, recommended true.

System.Boolean runInThread

This needs to run in a thread?, recommended true.

LoadSceneAndGame(SceneFile.LoadSceneBy, Boolean, Boolean, LoadSceneMode)

Load the corresponding scene and then load the game.

Declaration
public void LoadSceneAndGame(SceneFile.LoadSceneBy loadSceneBy, bool eraseInvalidsGameObject, bool runInThread, LoadSceneMode mode)
Parameters
Type Name Description
SceneFile.LoadSceneBy loadSceneBy

How to look for the scene.

System.Boolean eraseInvalidsGameObject

To erase old or invalids GameObjects with SaveIsEasyComponent, recommended true.

System.Boolean runInThread

This needs to run in a thread?, recommended true.

LoadSceneMode mode

In the mode that is going to load the scene.

Rename(String)

To rename this file name and if have a copy that too

Declaration
public virtual void Rename(string newName)
Parameters
Type Name Description
System.String newName
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