▼CAttribute | |
CBackbone::ScenePersistent | Attribute to mark a field as scene-specific persistent data. These fields will be saved and loaded per scene |
CBackbone::DataEntry | Represents 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::TEnum | Represents an array of boolean values indexed by an enum type |
CBackbone::TEnum | Represents an array of boolean values indexed by an enum type |
CBackbone::TEnum | Represents an array of boolean values indexed by an enum type |
CBackbone::TEnum | Represents an array of boolean values indexed by an enum type |
CBackbone::TEnum | Represents an array of boolean values indexed by an enum type |
CBackbone::GameData | Represents global game data to be saved and loaded across scenes |
CBackbone::GameSaveData | Container class that holds both global and scene-specific game data. Used as the root object for serialization and saving |
▼CILoadable | |
CBackbone::HierarchyPersistence | Saves 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::PersistentObjectState | Saves 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::HierarchyPersistence | Saves 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::PersistentObjectState | Saves 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::QuaternionConverter | Custom JSON converter for Unity's Quaternion type. Serializes and deserializes Quaternions using their Euler angles |
CBackbone::Vector3Converter | Custom JSON converter for Unity's Vector3 type. Serializes and deserializes Vector3 values as individual x, y, and z components |
▼CMonoBehaviour | |
CBackbone::HierarchyPersistence | Saves 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::PersistenceManager | Manages persistent game and scene data saving and loading. Uses JSON serialization and optionally AES encryption |
CBackbone::PersistentObjectState | Saves 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::EnumFloatArrayDrawer | Drawer for EnumFloatArray<TEnum>, displays a collapsible list of float fields with the enum names as labels |
CBackbone::EnumIntArrayDrawer | Drawer for EnumIntArray<TEnum>, displays a collapsible list of int fields with the enum names as labels |
CBackbone::EnumStringArrayDrawer | Drawer for EnumStringArray<TEnum>, displays a collapsible list of string fields with the enum names as labels |
CBackbone::EnumVector3ArrayDrawer | Drawer for EnumVector3Array<TEnum>, displays a collapsible list of Vector3 fields with the enum names as labels |
CBackbone::SceneData | Represents scene-specific data used for saving and loading per scene |
CBackbone::HierarchyPersistence::TransformData | Struct to hold transform and active state data for a single object |