ModLib
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MBObjectData and unique class ids
If you are (maybe?) making a community ModLib - what about a generic save structure, so we don't have to come up with unique saveable classids for our MBObjectBase objects?
Something like:
[SaveableClass(5001000)]
GenericSaveData : MBObjectBase
{
[SaveableProperty(100)]
public string ModuleId {get;set;} //same as the SubModule module id
[SaveableProperty(200)]
public string ModuleReference {get;set;} //reference for the module to know what type of data is here
[SaveableProperty(300)]
public string JsonData {get;set;}
}
This way we could serialize/deserialize our data objects without stepping on other modules toes / data object by accidentally using the same SaveableClass id.
Definitely something to look into! I haven't used the game's serialize/deserialize options yet; I made my own for some reason. Next update will have ModLib separated into its own mod for use by other modders.