Remove unused PersistentDataContainer
It only stores mod's current version which is not particularly exciting. It has nothing to do with persisting furniture in a save file.
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@ -18,8 +18,6 @@ public class HookahPlace : BaseUnityPlugin
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internal new static ManualLogSource Logger { get; private set; } = null!;
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internal new static ManualLogSource Logger { get; private set; } = null!;
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internal new static ConfigFile Config { get; private set; } = null!;
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internal new static ConfigFile Config { get; private set; } = null!;
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internal static PersistentDataContainer PersistentData { get; private set; } = null!;
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internal static DuskMod Mod { get; private set; } = null!;
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internal static DuskMod Mod { get; private set; } = null!;
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private void Awake()
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private void Awake()
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@ -29,14 +27,6 @@ public class HookahPlace : BaseUnityPlugin
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Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID);
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Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), MyPluginInfo.PLUGIN_GUID);
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// Example Persistent Data Container Usage
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// You can do anything you want with this DataContainer, there are a few additonal ones under the DawnLib class that pertain to actual save files
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PersistentData = this.GetPersistentDataContainer();
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// e.g. track the last version the player played with, could be useful if you want do to stuff like setting migration.
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// if you want to do config migration you should use DawnLib.GetCurrentInstallSave instead.
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PersistentData.Set(HookahPlaceKeys.LastVersion, MyPluginInfo.PLUGIN_VERSION);
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AssetBundle mainBundle = AssetBundleUtils.LoadBundle(Assembly.GetExecutingAssembly(), "hookahplaceasset");
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AssetBundle mainBundle = AssetBundleUtils.LoadBundle(Assembly.GetExecutingAssembly(), "hookahplaceasset");
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Mod = DuskMod.RegisterMod(this, mainBundle);
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Mod = DuskMod.RegisterMod(this, mainBundle);
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