语法:
buffer_async_group_option(option, value);
参数 |
描述 |
option |
The option to set. |
值 |
The value to set (can be string or real, depending on the
option). |
返回: N/A(无返回值)
描述
With this function you can set some platform specific options
for the buffer group being saved. The options available are as
follows:
- "subtitle" or
"slottitle" - The value for
this option would be a string, which will be shown to the user when
managing their save data in the OS. This is only important when
saving data, not when loading again.
- "showdialog" - The
value for this option is a boolean true or false.
If set to true, when you save or load GameMaker
Studio 2 will show the System UI, otherwise it will do a
quicksave/quickload with no UI shown. You normally only need this
if you're supporting multiple save slots to allow the user to pick
a slot, but if you just support one slot per user, set this to
false.
- "savepadindex" - For
this option you would specify the pad index of the player
who is saving or loading and the system will write data to
and read data from this player's save folder.
- "saveslotsize" - This
option requires that you specify the actual size in bytes you want
to save (so you can do a buffer_seek and buffer_tell to get that, for
example). Note that it is not obligatory to supply this value as
all saves are pre-assigned a minimum space, which is normally about
10MB or so.
IMPORTANT - This function is currently only valid for
the PSVita, PS4 and XBox One target modules. On all the other
targets it will do nothing.
例如:
buffer_async_group_begin("save_folder_name");
buffer_async_group_option("showdialog", false);
buffer_async_group_option("slottitle", "Catch The Haggis
Save");
buffer_async_group_option("subtitle", "All your haggis are saved
here!");
save = buffer_save_async(buff, "Player_Save.sav", 0, 16384);
buffer_async_group_end();
The above code starts a buffer group then sets the group options
before it sets 4 files to save asynchronously. The group definition
is then ended (at which point saving will begin).