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Configs

pointcache edited this page Jan 15, 2017 · 3 revisions

URSA has a Configuration system that:

##Intro Configs are just a set of data objects that will live for the whole lifecycle of the program, and are global. They are different from PersistentData, they will ignore changes of profiles and are used to:

  • Hold core engine state configuration, like graphics options, input layouts
  • Hold global gameplay variables, like player speed, drop rates, etc.
  • Save data that should be retained between sessions, like - what was the last player profile/save file used, etc.

ConfigSystem allows you to specify where you want your files to be saved.

##Usage

Creating new config component is nearly identical to Component , but you inherit from ConfigBase instead and add ConfigAttribute to your class, providing config pretty name and description.

Instead of using SerializedData like Component, config is using exclusively rVars

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