I need to make sure that I explicitly control how the game saves data. This means implementing serialization on my own terms.
I've created wrapper classes for my Scriptable Objects. My plan is to keep the SO functionality of being able to set the enemy stats in editor, while also leveraging my own serialization. Thus, the wrapper class plan.
To-Do:
Test the EndScene() method that saves data.
Implement SaveState class as non-SO. It needs to hold all my player-level variables and info about what the player has done.
To clarify, I've added the saving functionality directly into StatsManager and GrowthManager. It makes sense since those classes were just holding stuff anyway.
I need to make sure that I explicitly control how the game saves data. This means implementing serialization on my own terms.
I've created wrapper classes for my Scriptable Objects. My plan is to keep the SO functionality of being able to set the enemy stats in editor, while also leveraging my own serialization. Thus, the wrapper class plan.
To-Do: Test the EndScene() method that saves data. Implement SaveState class as non-SO. It needs to hold all my player-level variables and info about what the player has done.