Backbone - Persistence
 
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CAttribute
 CBackbone::ScenePersistentAttribute to mark a field as scene-specific persistent data. These fields will be saved and loaded per scene
 CBackbone::DataEntryRepresents a single piece of data to be saved or loaded. Stores information about the object's class, field, type, and value
 CEditor
 CBackbone::PersistenceManagerEditor
 CBackbone::PersistentFieldHighlighterEditor
 CEnum
 CBackbone::TEnumRepresents an array of boolean values indexed by an enum type
 CBackbone::TEnumRepresents an array of boolean values indexed by an enum type
 CBackbone::TEnumRepresents an array of boolean values indexed by an enum type
 CBackbone::TEnumRepresents an array of boolean values indexed by an enum type
 CBackbone::TEnumRepresents an array of boolean values indexed by an enum type
 CBackbone::GameDataRepresents global game data to be saved and loaded across scenes
 CBackbone::GameSaveDataContainer class that holds both global and scene-specific game data. Used as the root object for serialization and saving
 CILoadable
 CBackbone::HierarchyPersistenceSaves and restores the hierarchy state of this GameObject and its children. You can selectively enable the saving of position, rotation, scale, and active state. Ideal for scenes where multiple items or entities need to remember their state after being modified or deactivated
 CBackbone::PersistentObjectStateSaves and restores both the transform (position, rotation, scale) and the active state of the GameObject. Useful for collectible items, enemies, interactive world elements, etc
 CISavable
 CBackbone::HierarchyPersistenceSaves and restores the hierarchy state of this GameObject and its children. You can selectively enable the saving of position, rotation, scale, and active state. Ideal for scenes where multiple items or entities need to remember their state after being modified or deactivated
 CBackbone::PersistentObjectStateSaves and restores both the transform (position, rotation, scale) and the active state of the GameObject. Useful for collectible items, enemies, interactive world elements, etc
 CJsonConverter
 CBackbone::QuaternionConverterCustom JSON converter for Unity's Quaternion type. Serializes and deserializes Quaternions using their Euler angles
 CBackbone::Vector3ConverterCustom JSON converter for Unity's Vector3 type. Serializes and deserializes Vector3 values as individual x, y, and z components
 CMonoBehaviour
 CBackbone::HierarchyPersistenceSaves and restores the hierarchy state of this GameObject and its children. You can selectively enable the saving of position, rotation, scale, and active state. Ideal for scenes where multiple items or entities need to remember their state after being modified or deactivated
 CBackbone::PersistenceManagerManages persistent game and scene data saving and loading. Uses JSON serialization and optionally AES encryption
 CBackbone::PersistentObjectStateSaves and restores both the transform (position, rotation, scale) and the active state of the GameObject. Useful for collectible items, enemies, interactive world elements, etc
 CPropertyDrawer
 CBackbone::EnumBoolArrayDrawer
 CBackbone::EnumFloatArrayDrawerDrawer for EnumFloatArray<TEnum>, displays a collapsible list of float fields with the enum names as labels
 CBackbone::EnumIntArrayDrawerDrawer for EnumIntArray<TEnum>, displays a collapsible list of int fields with the enum names as labels
 CBackbone::EnumStringArrayDrawerDrawer for EnumStringArray<TEnum>, displays a collapsible list of string fields with the enum names as labels
 CBackbone::EnumVector3ArrayDrawerDrawer for EnumVector3Array<TEnum>, displays a collapsible list of Vector3 fields with the enum names as labels
 CBackbone::SceneDataRepresents scene-specific data used for saving and loading per scene
 CBackbone::HierarchyPersistence::TransformDataStruct to hold transform and active state data for a single object