Character Stats

Saving and loading CharacterStats.

The Character Stats class simply works with the Stat Profile class, so that's the only data required to be saved and loaded.

Saving

You can use the CreateSavableData method from an instance of a CharacterStats to get savable data.

SavableProfile mySavableData = myCharacterStats.CreateSavableData();

Loading

Use the SetData and provide a SavableProfile object as the parameter to load data.

myCharacterStats.SetData(mySavableData);

Examples

The code below is how you can save and load character stats data with ESave. ESave is my own save system—it's entirely free, and it's been tested with Inventool. ESave is not a requirement; you can use the save system of your choice. However, the example below will only work with ESave.

With ESave Free

using Esper.ESave;
using Esper.Inventool;
using Esper.Inventool.DataManagement;
using UnityEngine;

public class CharacterSavingExample : MonoBehaviour
{
    /// <summary>
    /// The ID used to save and load the data.
    /// </summary>
    private const string dataID = "MyCharacter";

    /// <summary>
    /// The character stats component.
    /// </summary>
    private CharacterStats characterStats;

    /// <summary>
    /// The save state.
    /// </summary>
    private SaveState saveState;

    private void Start()
    {
        saveFile = GetComponent<SaveFileSetup>().saveFile;

        // Load the data on start
        Load();
    }

    private void OnApplicationQuit()
    {
        // Save when exited play mode or the game
        Save();
    }

    /// <summary>
    /// Saves character data.
    /// </summary>
    private void Save()
    {
        var savableData = characterStats.CreateSavableData();
        saveFile.AddOrUpdateData(dataID, savableData);
        saveFile.Save();
    }

    /// <summary>
    /// Loads character data if it exists.
    /// </summary>
    private void Load()
    {
        if (saveFile.HasData(dataID))
        {
            var savableData = saveFile.GetData<SavableProfile>(dataID);
            characterStats.SetData(savableData);
        }
    }
}

With ESave Pro

In case you're using the pro version...

using Esper.ESave;
using Esper.Inventool;
using Esper.Inventool.DataManagement;
using UnityEngine;

public class CharacterSavingExample : MonoBehaviour
{
    /// <summary>
    /// The ID used to save and load the data.
    /// </summary>
    private const string dataID = "MyCharacter";

    /// <summary>
    /// The character stats component.
    /// </summary>
    private CharacterStats characterStats;

    /// <summary>
    /// The save state.
    /// </summary>
    private SaveState saveState;

    private void Awake()
    {
        // Get the component
        characterStats = GetComponent<CharacterStats>();
    }

    private void Start()
    {
        // Initialize ESave (if not already done)
        ESave.Initialize();

        if (!ESave.HasSave(0))
        {
            // Create a save if it doesn't exist
            ESave.CreateSave(0).OnComplete(saveState =>
            {
                this.saveState = saveState;
            });
        }
        else
        {
            // Load the save if it exists
            ESave.Load(0).OnComplete(saveState =>
            {
                this.saveState = saveState;

                // Load the character stats
                Load();
            });
        }

        characterStats.BindWithMain();
    }

    private void OnApplicationQuit()
    {
        // Save when exited play mode or the game
        Save();
    }

    /// <summary>
    /// Saves character data.
    /// </summary>
    private void Save()
    {
        // Create savable character stats data
        var savableData = characterStats.CreateSavableData();

        // Add to save
        saveState.AddData(dataID, savableData).OnComplete(success =>
        {
            // Save the state
            ESave.Save(saveState);
        });
    }

    /// <summary>
    /// Loads character data if it exists.
    /// </summary>
    private void Load()
    {
        if (saveState.HasData(dataID))
        {
            // Get the data
            saveState.GetData<SavableProfile>(dataID).OnComplete(savableData =>
            {
                // Set the data
                characterStats.SetData(savableData);
            });
        }
    }
}

Last updated