Inventool Documentation
  • Inventool Documentation
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  • ๐ŸŽ“Tutorials
    • Demo Walkthrough
  • โœ๏ธEditors
    • Inventool
      • Inventory
      • Equipment
      • Items
      • Currencies
      • Crafting
      • Dismantling
      • Enchanting
      • Stats
        • Stat IDs
        • Attributes
      • Settings
    • Item Type Manager
    • Localization Editor
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      • Shopkeeper
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    • Loot
      • Loot Box
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    • Components
      • Initializer
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        • uGUI
          • Inventool Window
          • Split UI
            • Inventory Window UGUI
            • Equipment Window UGUI
            • Key Items Window UGUI
            • Crafting Window UGUI
            • Enchanting Window UGUI
            • Storage Window UGUI
            • Shop Window UGUI
            • Selector UGUI
          • Action Menu UGUI
          • Hover Details UGUI
          • Confirm Prompt UGUI
          • Quantity Prompt UGUI
          • Character Viewer Element UGUI
        • UI Toolkit
          • Inventool Window
          • Split UI
            • Inventory Window
            • Equipment Window
            • Key Items Window
            • Crafting Window
            • Enchanting Window
            • Storage Window
            • Shop Window
          • Action Menu
          • Hover Details
          • Confirm Prompt
          • Quantity Prompt
        • Character Viewer
      • Overworld Merchant
      • Storage Keeper
      • Item Drop
      • Item Spawner
      • Input
        • Cross Input Support
        • Cross Input Support UGUI
          • Target Selectable
  • ๐Ÿ“„Scripting API
    • Initialization
    • Inventory
    • Equipment
      • Equipment Slot
    • Items
      • Item
      • Item Type
      • Item Stack
      • Item Drop
      • Item Spawner
      • Loot Box
      • Item Pouch
    • Currencies
      • Currency Identity
      • Currency
        • Value
      • Currency Pouch
    • Crafting
      • Craft
      • Crafter
    • Enchanting
      • Enchantment
    • Stats
      • Stat Identity
      • Attribute
      • Stat
        • Stat Value
          • Value
        • Effectiveness
      • Stat Profile
    • Storing
      • Storage
      • Storage Keeper
    • Settings
    • Merchants
      • Shopkeeper
      • Craftsman
      • Enchanter
      • Overworld Merchant
    • UI
      • uGUI
        • Inventool Window UGUI
        • Split UI
          • Draggable Window UGUI
            • Inventory Window UGUI
            • Equipment Window UGUI
            • Key Items Window UGUI
            • Crafting Window UGUI
            • Enchanting Window UGUI
            • Storage Window UGUI
            • Shop Window UGUI
          • Selector UGUI
        • Action Menu UGUI
        • Hover Details UGUI
        • Confirm Prompt UGUI
        • Quantity Prompt UGUI
        • Draggable Element UGUI
          • Equipment Slot Element UGUI
          • Item Slot Element UGUI
          • Item Stack Element UGUI
        • Action Menu Option UGUI
        • Currency Element UGUI
        • Inventory Filter UGUI
        • Inventory Slot UGUI
        • Key Item Element UGUI
        • Shop Item Element UGUI
        • Storage Currency Element UGUI
        • Stat Element UGUI
      • UI Toolkit
        • Inventool Window
        • Split UI
          • Draggable Window
            • Inventory Window
            • Equipment Window
            • Key Items Window
            • Crafting Window
            • Enchanting Window
            • Storage Window
            • Shop Window
        • Action Menu
        • Hover Details
        • Confirm Prompt
        • Quantity Prompt
        • Item Elements
          • Item Stack Element
          • Equipment Slot Element
          • Item Slot Element
          • Shop Item Element
      • Action Menu Option
      • Character Viewer
    • Events
    • Sounds
    • Saving & Loading
      • Inventory & Equipment
      • Storage
    • Input
      • Cross Input Support
      • Cross Input Support UGUI
    • Localization
      • Localization Settings
      • Localizer
  • ๐Ÿ› ๏ธSupport
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On this page
  • Saving
  • Loading
  • Examples
  • With ESave Free
  • With ESave Pro
  1. Scripting API
  2. Saving & Loading

Inventory & Equipment

Saving and loading the inventory and equipped items.

PreviousSaving & LoadingNextStorage

Last updated 26 days ago

Saving

There are 4 things that require saving here: items, enchantments (applied to items), equipment, and currencies. You can use Inventool.CreateSavableData to get an object that contains all of this data. This method will return a InventoolSavableData struct.

InventoolSavableData mySavableData = Inventool.CreateSavableData();

Loading

Use Inventool.SetData and provide a InventoolSavableData object as the parameter to load data. This will set the inventory items, equipment, and currencies.

When setting data, no events are invoked. So, for equipment, it may be necessary for you to manually check which items the player has equipped (and enable/disable any necessary GameObjects based on that).

Inventool.SetData(mySavableData);

Examples

The code below is how you can save and load Inventool's data with . ESave is my own save systemโ€”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 InventoolSavingExample : MonoBehaviour
{
    /// <summary>
    /// The ID used to save and load the data.
    /// </summary>
    private const string dataID = "Inventool";

    /// <summary>
    /// The save file.
    /// </summary>
    private SaveFile saveFile;

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

    /// <summary>
    /// Loads Inventool data if it exists.
    /// </summary>
    private void Load()
    {
        if (saveFile.HasData(dataID))
        {
            var savableData = saveFile.GetData<InventoolSavableData>(dataID);
            Inventool.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 InventoolSavingExample : MonoBehaviour
{
    /// <summary>
    /// The ID used to save and load the data.
    /// </summary>
    private const string dataID = "Inventool";

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

    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 inventory
                Load();
            });
        }
    }

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

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

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

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