public void Save() { // If we're using caching and we've not already cached this file, cache it. if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings)) { ES3.CacheFile(settings); } if (autoSaves == null || autoSaves.Count == 0) { ES3.DeleteKey(key, settings); } else { var gameObjects = new List <GameObject>(); foreach (var autoSave in autoSaves) { // If the ES3AutoSave component is disabled, don't save it. if (autoSave.enabled) { gameObjects.Add(autoSave.gameObject); } } ES3.Save <GameObject[]>(key, gameObjects.ToArray(), settings); } if (settings.location == ES3.Location.Cache && ES3.FileExists(settings)) { ES3.StoreCachedFile(settings); } }
public override void Enter() { ES3.StoreCachedFile(filePath.Value, GetSettings()); }