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ISaveSystem

Contract for save/load operations by slot, with event notifications.

isave system

A failed save raises. It never returns quietly as though it had worked, which is the failure mode that loses someone their afternoon.

Namespace: OpenMon.MCE.SDK

Definition​

public interface ISaveSystem
{
void Save(int slot);
void Load(int slot);
bool HasSaveData(int slot);
void DeleteSave(int slot);
event Action<int> OnSaved;
event Action<int> OnLoaded;
}
Engine hooks

engine.SaveSystem is a SaveSystemFacade. Save(slot) and Load(slot) only raise its SaveRequested and LoadRequested events, and OnSaved / OnLoaded fire only when the engine calls NotifySaved / NotifyLoaded. In the current engine nothing handles those requests or calls those hooks, and HasSaveData(slot) / DeleteSave(slot) work on a slot{N}.sav file in Application.persistentDataPath that the engine does not write (the engine saves named folders under Saves/, see the Save System guide). For real saves use the in-game menus or, in the Source and Studio editions, SavegameManager.

Methods​

Save(int slot)​

Save the current game state to a slot.

ParameterTypeDescription
slotintSave slot index (typically 0-2)

Requests a save of all registered SavableObject instances to a JSON file. The actual persistence runs on the engine's coroutine-based SavegameManager, so treat the call as asynchronous — subscribe to OnSaved to know when the save has completed.

Load(int slot)​

Load a game state from a slot.

ParameterTypeDescription
slotintSave slot index to load from

Deserializes the JSON file and applies the state to all registered SavableObject instances. May trigger scene transitions if the saved position is in a different scene.

HasSaveData(int slot)​

Check if a save slot has data.

ParameterTypeDescription
slotintSave slot index to check

Returns: bool -- true if the slot contains save data.

DeleteSave(int slot)​

Delete save data from a slot.

ParameterTypeDescription
slotintSave slot index to delete

Events​

OnSaved​

Fired after a successful save operation.

Signature: event Action<int> OnSaved

ParameterTypeDescription
slotintThe slot that was saved to

OnLoaded​

Fired after a successful load operation.

Signature: event Action<int> OnLoaded

ParameterTypeDescription
slotintThe slot that was loaded from

Usage Example​

using OpenMon.MCE.SDK;
using Zenject;

public class SaveLoadUI : MonoBehaviour
{
// Only IMonsterCaptureEngine is bound in DI; reach subsystems through it.
[Inject] private IMonsterCaptureEngine engine;

private ISaveSystem saveSystem;

private void Awake()
{
saveSystem = engine.SaveSystem;
}

[SerializeField] private Button[] saveButtons;
[SerializeField] private Button[] loadButtons;
[SerializeField] private Button[] deleteButtons;
[SerializeField] private Text[] slotLabels;

private void Start()
{
// Update slot labels
for (int i = 0; i < 3; i++)
{
int slot = i; // Capture for closure
slotLabels[i].text = saveSystem.HasSaveData(i)
? $"Slot {i + 1}: Saved"
: $"Slot {i + 1}: Empty";

saveButtons[i].onClick.AddListener(() => saveSystem.Save(slot));
loadButtons[i].onClick.AddListener(() =>
{
if (saveSystem.HasSaveData(slot))
saveSystem.Load(slot);
});
deleteButtons[i].onClick.AddListener(() =>
{
saveSystem.DeleteSave(slot);
slotLabels[slot].text = $"Slot {slot + 1}: Empty";
});
}

// Listen for save events
saveSystem.OnSaved += (slot) =>
{
slotLabels[slot].text = $"Slot {slot + 1}: Saved";
Debug.Log($"Game saved to slot {slot + 1}");
};
}
}