Profectus / game/persistence / Persistent
Type Alias: Persistent<T> ​
Persistent<
T
>:Ref
<T
> &object
A Ref that has been augmented with properties to allow it to be saved and loaded within the player save data object.
Type declaration ​
[CheckNaN] ​
[CheckNaN]:
boolean
Whether or not to NaN-check this ref. Should only be true on values expected to always be DecimalSources.
[DefaultValue] ​
[DefaultValue]:
T
The value the ref should be set to in a fresh save, or when updating an old save to the current version.
[Deleted] ​
[Deleted]:
boolean
This is a flag that can be set once the option func is evaluated, to mark that a persistent ref should not be saved to the player save data object.
See ​
deletePersistent for marking a persistent ref as deleted.
[NonPersistent] ​
[NonPersistent]:
NonPersistent
<T
>
A non-persistent ref that just reads and writes ot the persistent ref. Used for passing to other features without duplicating the persistent ref in the constructed save data object.
[PersistentState] ​
[PersistentState]:
Ref
<T
>
A flag that this is a persistent property. Typically a circular reference.
[SaveDataPath] ​
[SaveDataPath]:
string
[] |undefined
The path this persistent appears in within the save data object. Predominantly used to ensure it's only placed in there one time.
[StackTrace] ​
[StackTrace]:
string
The stack trace of where the persistent ref was created. This is used for debugging purposes when a persistent ref is created but not placed in its layer object.
value ​
value:
T