49 lines
2.3 KiB
C#
49 lines
2.3 KiB
C#
// Copyright (c) Pixel Crushers. All rights reserved.
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using UnityEngine;
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namespace PixelCrushers.DialogueSystem
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{
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/// <summary>
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/// Settings used by DialogueSystemController to set up the PersistentDataManager.
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/// </summary>
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[System.Serializable]
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public class PersistentDataSettings
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{
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[Tooltip("- All Game Objects: Send notification to all scripts on all GameObjects in the scene to record and/or apply their persistent data if supported.\n- Only Registered Game Objects: Send notification only to explicitly-registered GameObjects.\n- No Game Objects: Don't send notification to any GameObjects in the scene.")]
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public PersistentDataManager.RecordPersistentDataOn recordPersistentDataOn = PersistentDataManager.RecordPersistentDataOn.AllGameObjects;
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[Tooltip("Tick to include the Actor[] table in save data.")]
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public bool includeActorData = true;
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[Tooltip("Tick to include all Item[] and Quest[] fields. If unticked, only record quest states and quest tracking states to reduce size.")]
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public bool includeAllItemData = false;
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[Tooltip("Tick to include the Location[] table.")]
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public bool includeLocationData = false;
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[Tooltip("Tick to include status and relationship tables in save data.")]
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public bool includeStatusAndRelationshipData = true;
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[Tooltip("Tick to include all conversation fields.")]
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public bool includeAllConversationFields = false;
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[Tooltip("Optional field to use when saving a conversation's SimStatus info (e.g., Title). If blank, uses conversation ID.")]
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public string saveConversationSimStatusWithField = string.Empty;
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[Tooltip("Optional field to use when saving a dialogue entry's SimStatus info (e.g,. Title). If blank, uses entry's ID.")]
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public string saveDialogueEntrySimStatusWithField = string.Empty;
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[Tooltip("How many scene GameObjects are sent OnRecordPersistentData each frame.")]
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public int asyncGameObjectBatchSize = 1000;
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[Tooltip("How many dialogue entries' SimStatus values are recorded each frame; only used if saving SimStatus.")]
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public int asyncDialogueEntryBatchSize = 100;
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[Tooltip("Initialize variables and quests that were added to database after saved game.")]
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public bool initializeNewVariables = true;
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}
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}
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