Ever wanted to just tell your game to save whatever you need from an object in your game? A player's name, killcount or whatever else?
Never liked having to jump through hoops to simply store some data, and load it up?
That's exactly what Loveable Saves seeks to accomplish!
Using the [Saveable] Decorator to identify which fields to save, Loveable Saves automatically detects what type and content said fields contain to neatly format them into a JSON file.
Which also includes inherited fields marked by the [Saveable] Decorator in a parent class.
Once all desired fields have been marked, all it takes is a simple call to Saveable.Save() with an object, and an optional path, to save it up!
Then, all you need to do is call Saveable.Load(), with an object and its save file, to restore them, whenever you want!
Due to compability concerns, Types inherent to an engine, such as Vector3 in Godot, may require a serialization/deserialization implementation to be added via Saveable.Implementation.Set() in LoveableSaves.Types.Set().
This package comes with a default implementation for Godot's Vector3 and Vector2, please consult the Documentation for further information.
Changelog for version v1.1.1-godot
No changelog provided for this version.