/// <summary> /// Delete all the saved data in GameValues. Be very very careful with this! /// </summary> public static void DeleteAll() => SerializationLogic.DeleteAll();
/// <summary> /// Delete the data saved at this key, if there is any /// </summary> public static void DeleteKey(string key) => SerializationLogic.DeleteKey(key);
/// <summary> /// Load some data, identified by key /// </summary> /// <typeparam name="T">The type to load the data as</typeparam> /// <param name="key">The key the data is identified with</param> /// <param name="defaultValue">If there was no data saved with the given key, save and return this</param> /// <returns>The loaded value</returns> public static T Get <T>(string key, T defaultValue = default) => SerializationLogic.Get(key, defaultValue);
/// <summary> /// Check if saved data exists identified by this key /// </summary> public static bool KeyExists(string key) => SerializationLogic.KeyExists(key);
/// <summary> /// Save some data, identified with a key /// </summary> /// <typeparam name="T">The type of data to save</typeparam> /// <param name="key">The key to identify the data with</param> /// <param name="value">The data to save</param> public static void Set <T>(string key, T value) => SerializationLogic.Set(key, value);