SaveData
A key-value save system for persisting game data across sessions. Data is stored in memory and can be saved to / loaded from named save slots. Supports integers, floats, booleans, strings, vectors, and colors.
Save files are written through the platform save system (System.WriteSave internally), so they automatically go to the correct location on each platform (filesystem on PC, memory card on GameCube, etc.).
SetInt
Set an integer value.
Sig: SaveData.SetInt(key, value)
- Arg: string key Key name
- Arg: integer value Integer value
GetInt
Get an integer value, or a default if the key is missing.
Sig: value = SaveData.GetInt(key, default=0)
- Arg: string key Key name
- Arg: integer default Default value if key not found
- Ret: integer value Stored or default value
SetFloat
Set a float value.
Sig: SaveData.SetFloat(key, value)
- Arg: string key Key name
- Arg: number value Float value
GetFloat
Get a float value, or a default if the key is missing.
Sig: value = SaveData.GetFloat(key, default=0.0)
- Arg: string key Key name
- Arg: number default Default value if key not found
- Ret: number value Stored or default value
SetBool
Set a boolean value.
Sig: SaveData.SetBool(key, value)
- Arg: string key Key name
- Arg: boolean value Boolean value
GetBool
Get a boolean value, or a default if the key is missing.
Sig: value = SaveData.GetBool(key, default=false)
- Arg: string key Key name
- Arg: boolean default Default value if key not found
- Ret: boolean value Stored or default value
SetString
Set a string value.
Sig: SaveData.SetString(key, value)
- Arg: string key Key name
- Arg: string value String value
GetString
Get a string value, or a default if the key is missing.
Sig: value = SaveData.GetString(key, default="")
- Arg: string key Key name
- Arg: string default Default value if key not found
- Ret: string value Stored or default value
SetVector
Set a 3D vector value.
Sig: SaveData.SetVector(key, value)
- Arg: string key Key name
- Arg: Vector value 3-component vector
GetVector
Get a 3D vector value, or a default if the key is missing.
Sig: value = SaveData.GetVector(key, default=Vec(0,0,0))
- Arg: string key Key name
- Arg: Vector default Default value if key not found
- Ret: Vector value Stored or default value
SetVector2D
Set a 2D vector value.
Sig: SaveData.SetVector2D(key, value)
- Arg: string key Key name
- Arg: Vector value 2-component vector
GetVector2D
Get a 2D vector value, or a default if the key is missing.
Sig: value = SaveData.GetVector2D(key, default=Vec(0,0))
- Arg: string key Key name
- Arg: Vector default Default value if key not found
- Ret: Vector value Stored or default value
SetColor
Set a color (4-component vector) value.
Sig: SaveData.SetColor(key, value)
- Arg: string key Key name
- Arg: Vector value 4-component color vector (RGBA)
GetColor
Get a color value, or a default if the key is missing.
Sig: value = SaveData.GetColor(key, default=Vec(0,0,0,0))
- Arg: string key Key name
- Arg: Vector default Default value if key not found
- Ret: Vector value Stored or default value
Save
Write all in-memory data to a named save slot.
Sig: SaveData.Save(name)
- Arg: string name Save slot name (used as filename)
Load
Load data from a named save slot into memory. Clears any existing in-memory data first. Logs a warning if the save does not exist.
Sig: SaveData.Load(name)
- Arg: string name Save slot name
DoesSaveExist
Check if a save slot file exists on disk.
Sig: exists = SaveData.DoesSaveExist(name)
- Arg: string name Save slot name
- Ret: boolean exists Whether the save file exists
DeleteSave
Delete a save slot file from disk.
Sig: SaveData.DeleteSave(name)
- Arg: string name Save slot name
HasKey
Check if a key exists in the current in-memory data.
Sig: exists = SaveData.HasKey(key)
- Arg: string key Key name
- Ret: boolean exists Whether the key exists
DeleteKey
Remove a key from the in-memory data. Does not affect the save file until Save is called.
Sig: SaveData.DeleteKey(key)
- Arg: string key Key name
DeleteAll
Clear all in-memory data. Does not affect save files on disk.