Beispiel #1
0
        public override void Serialize(IDataWriter writer)
        {
            writer.WriteShort(((short)(m_houses.Count)));
            int housesIndex;

            for (housesIndex = 0; (housesIndex < m_houses.Count); housesIndex = (housesIndex + 1))
            {
                HouseInformations objectToSend = m_houses[housesIndex];
                writer.WriteUShort(((ushort)(objectToSend.TypeID)));
                objectToSend.Serialize(writer);
            }
            writer.WriteShort(((short)(m_actors.Count)));
            int actorsIndex;

            for (actorsIndex = 0; (actorsIndex < m_actors.Count); actorsIndex = (actorsIndex + 1))
            {
                GameRolePlayActorInformations objectToSend = m_actors[actorsIndex];
                writer.WriteUShort(((ushort)(objectToSend.TypeID)));
                objectToSend.Serialize(writer);
            }
            writer.WriteShort(((short)(m_interactiveElements.Count)));
            int interactiveElementsIndex;

            for (interactiveElementsIndex = 0; (interactiveElementsIndex < m_interactiveElements.Count); interactiveElementsIndex = (interactiveElementsIndex + 1))
            {
                InteractiveElement objectToSend = m_interactiveElements[interactiveElementsIndex];
                writer.WriteUShort(((ushort)(objectToSend.TypeID)));
                objectToSend.Serialize(writer);
            }
            writer.WriteShort(((short)(m_statedElements.Count)));
            int statedElementsIndex;

            for (statedElementsIndex = 0; (statedElementsIndex < m_statedElements.Count); statedElementsIndex = (statedElementsIndex + 1))
            {
                StatedElement objectToSend = m_statedElements[statedElementsIndex];
                objectToSend.Serialize(writer);
            }
            writer.WriteShort(((short)(m_obstacles.Count)));
            int obstaclesIndex;

            for (obstaclesIndex = 0; (obstaclesIndex < m_obstacles.Count); obstaclesIndex = (obstaclesIndex + 1))
            {
                MapObstacle objectToSend = m_obstacles[obstaclesIndex];
                objectToSend.Serialize(writer);
            }
            writer.WriteShort(((short)(m_fights.Count)));
            int fightsIndex;

            for (fightsIndex = 0; (fightsIndex < m_fights.Count); fightsIndex = (fightsIndex + 1))
            {
                FightCommonInformations objectToSend = m_fights[fightsIndex];
                objectToSend.Serialize(writer);
            }
            m_fightStartPositions.Serialize(writer);
            writer.WriteVarShort(m_subAreaId);
            writer.WriteInt(m_mapId);
            writer.WriteBoolean(m_hasAggressiveMonsters);
        }
        public override void Serialize(IDataWriter writer)
        {
            writer.WriteShort(((short)(m_obstacles.Count)));
            int obstaclesIndex;

            for (obstaclesIndex = 0; (obstaclesIndex < m_obstacles.Count); obstaclesIndex = (obstaclesIndex + 1))
            {
                MapObstacle objectToSend = m_obstacles[obstaclesIndex];
                objectToSend.Serialize(writer);
            }
        }