Save/ISaveEvents.cs
/// <summary>
/// Allows listening to events related to the <see cref="SaveSystem"/>.
/// Implement this on a <see cref="Component"/> to receive callbacks before and after saves and loads.
/// </summary>
public static partial class Global
{
public interface ISaveEvents : ISceneEvent<ISaveEvents>
{
/// <summary>
/// Called before the scene state is captured for saving.
/// Use this to prepare any transient state that needs to be persisted.
/// </summary>
void BeforeSave( string filename ) { }
/// <summary>
/// Called after the save file has been written to disk.
/// </summary>
void AfterSave( string filename ) { }
/// <summary>
/// Called before a save file is loaded — the current scene is still active.
/// Use this to clean up any state that won't survive the scene reload.
/// </summary>
void BeforeLoad( string filename ) { }
/// <summary>
/// Called after a save file has been loaded and the scene is fully restored.
/// Use this to re-initialize any runtime state from the loaded data.
/// </summary>
void AfterLoad( string filename ) { }
}
}