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SaveUnit Class
Retains information about what has been included for a saved game.
Inheritance Hierarchy
SystemObject
  (Default Namespace)SaveUnit

Namespace: (Default Namespace)
Assembly: Default (in Default.exe) Version: 1.0.0.0
Syntax
C#
[SerializableAttribute]
public class SaveUnit

The SaveUnit type exposes the following members.

Constructors
  NameDescription
Public methodSaveUnit
Initializes a new instance of the SaveUnit class
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Methods
  NameDescription
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Fields
  NameDescription
Public fieldAllMaps
Indicates whether AllMaps was included.
Public fieldCounters
An array of CounterRef objects used to include counters in a SaveUnit
Public fieldCurrentMapType
This indicator remembers which map was current, or is null if the indicator is not saved
Public fieldMaps
Refers to all maps that will be saved
Public fieldOverlayMapType
This indicator remembers which map was used as an overlay. It's null if the indicator is not saved, and typeof(System.DBNull) if the overlay map is empty.
Public fieldPlayerOptions
Stores player preferenes.
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Remarks
The information included in a SaveUnit only selects which information will be saved, but does not actually store a copy of it. The data for these objects is copied from the objects referenced in the SaveUnit at the time that SaveGame(Int32, Boolean) is called. One exception is WhichMapIsCurrent, which stores an indicator of the current map at the time IncludeInSaveUnit(SaveUnitInclusion) is called.
See Also