gamecircle.Whispersync.GameDataStepDownTo

Type function
Library gamecircle.*
Return value None
Revision Release 2024.3703
Keywords Whispersync, GameData, Step, Down

Overview

Step up one level in the GameData tree of Whispersync using the given "key". If the current GameData object doesn't have a child with the name "key", one will be created. THe object, however, won't be saved to the disk or cloud until some kind of data is assigned to it.

Syntax

gamecircle.Whispersync.GameDataStepDownTo(key)
key (required)

String. The key used to access a specific string set.

Examples

local gamecircle = require("plugin.gamecircle")  
gamecircle.Init(false, false, true)  
gamecircle.Whispersync.GameDataStepDownTo("Level 1")  
print("Level 1 Path: " .. gamecircle.Whispersync.CurrentDataMapGetPath())  
gamecircle.Whispersync.GameDataStepDownTo("Treasures")  
gamecircle.Whispersync.GameDataStepUp()  
gamecircle.Whispersync.GameDataStepDownTo("Secrets")  
print("Secrets Path: " .. gamecircle.Whispersync.CurrentDataGetPath())  
gamecircle.Whispersync.GameDataStepUp()  
print("Level 1 Children: ")  
local keys = gamecircle.Whispersync.CurrentDataMapChildKeys()  
for i,key in ipairs(keys)  
    print("-" .. key)  
end  
gamecircle.Whispersync.GameDataReturnToRoot()