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Pro Reset Game
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| ▼CAttribute | |
| CTaylorMadeCode.ProResetGame.SaveableAttribute | Marks a field or property as saveable by the SaveManager. Use this attribute to indicate that the decorated member should be included in the save and load processes |
| CTaylorMadeCode.ProResetGame.SaveableDefaultResetAttribute | Specifies the default reset value for a field or property when no saved data is available |
| CTaylorMadeCode.ProResetGame.SaveableIgnoreAttribute | Excludes a field or property from being saved by the SaveManager |
| CTaylorMadeCode.ProResetGame.PropertyListConfig.ComponentPropertyConfig | Represents the configuration for a specific component type, including which properties to include or exclude |
| ▼CMonoBehaviour | |
| COnCollisionTeleport | Simple demo component that teleports a target Transform to a fixed position when this collider is struck. The teleport can run immediately or after a cooldown, and a UI label shows the remaining time in seconds |
| CSaveManager | Manages capture, persistence, and restoration of game state for the current Unity scene. Feature overview |
| CSaveManager.SaveEntry | Bundles a single target variable for explicit serialisation |
| ▼CScriptableObject | |
| CTaylorMadeCode.ProResetGame.PropertyListConfig | ScriptableObject that holds configurations for specifying which properties of components should be included or excluded during the save process |
| CTaylorMadeCode.ProResetGame.SerializableType | A serializable wrapper for the System.Type class. This class allows Unity to serialize type information by storing the type's assembly-qualified name as a string |
| CTaylorMadeCode.ProResetGame.SerializationWrapper | Converts a Dictionary<TKey,TValue>—whose values may be a heterogeneous mix of primitives, enums, Unity structs, arrays, or List<T>—to JSON and back. ✔ Supported value types
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