public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.thisTransformGuid);
     serializer.SerializeX(this, x => x.newParentGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.thisGameObjectGuid);
     serializer.SerializeX(this, x => x.layer);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.gameManagerName);
     serializer.SerializeX(this, x => x.levelObjectInitializerComponentGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.prefabName);
     serializer.SerializeX(this, x => x.prefabAssetReferenceGuid);
     serializer.FinishCmd(CommandId);
 }
        public void Serialize(OverloadLevelConvertSerializer serializer)
        {
            serializer.StartCmd(CommandId);
            serializer.SerializeX(this, x => x.AssetFileGuid);
            serializer.SerializeX(this, x => x.AssetGuid);

            if (serializer.IsWriting)
            {
                // Write out the name of the type
                string assetDataTypeName = AssetObjectType.FullName;
                serializer.SerializeOut_string(assetDataTypeName);
            }
            else
            {
                // Read in the name of the type
                string assetDataTypeName = serializer.SerializeIn_string();
                this.AssetObjectType = Type.GetType(assetDataTypeName);
#if !OVERLOAD_LEVEL_EDITOR
                if (this.AssetObjectType == null)
                {
                    // Look for the type in UnityEngine, as not all the Unity types resolve on Type.GetType
                    var unityEngineAsm = System.Reflection.Assembly.GetAssembly(typeof(UnityEngine.Mesh));
                    this.AssetObjectType = unityEngineAsm.GetType(assetDataTypeName);
                }
#endif
            }
            serializer.FinishCmd(CommandId);
        }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.materialGuid);
     serializer.SerializeX(this, x => x.keyword);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.assemblyAssetName);
     serializer.SerializeX(this, x => x.bundleRefGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.RelativeAssetPath);
     serializer.SerializeX(this, x => x.AssetFileGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.relativeBundleFolder);
     serializer.SerializeX(this, x => x.bundleName);
     serializer.SerializeX(this, x => x.bundleRefGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.prefabAssetReferenceGuid);
     serializer.SerializeX(this, x => x.resultGameObjectGuid);
     serializer.SerializeX(this, x => x.resultGameObjectTransformGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.materialAssetGuid);
     serializer.SerializeX(this, x => x.geometryType);
     serializer.SerializeX(this, x => x.materialLookupName);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.thisGameObjectGuid);
     serializer.SerializeX(this, x => x.newComponentGuid);
     serializer.SerializeX(this, x => x.componentTypeName);
     serializer.FinishCmd(CommandId);
 }
        public void Serialize(OverloadLevelConvertSerializer serializer)
        {
            serializer.StartCmd(CommandId);

            int    width         = 0;
            int    height        = 0;
            string formatStr     = UnityEngine.TextureFormat.RGB24.ToString();
            string filterModeStr = UnityEngine.FilterMode.Bilinear.ToString();
            string name          = string.Empty;
            bool   mipmap        = false;

            if (serializer.IsWriting)
            {
                width         = texture.width;
                height        = texture.height;
                formatStr     = texture.format.ToString();
                filterModeStr = texture.filterMode.ToString();
                name          = texture.name;
#if OVERLOAD_LEVEL_EDITOR
                mipmap = texture.mipmap;
#endif
            }

            serializer.SerializeX(this, x => x.texture2DGuid);
            serializer.Serialize(ref width);
            serializer.Serialize(ref height);
            serializer.Serialize(ref formatStr);
            serializer.Serialize(ref mipmap);
            serializer.Serialize(ref filterModeStr);
            serializer.Serialize(ref name);

            UnityEngine.Color32[] pixelData = null;
            if (serializer.IsWriting)
            {
                serializer.SerializeOut_array(typeof(UnityEngine.Color32), texture.GetPixels32());
            }
            else
            {
                pixelData = (UnityEngine.Color32[])serializer.SerializeIn_array(typeof(UnityEngine.Color32));
            }

            if (!serializer.IsWriting)
            {
                UnityEngine.TextureFormat format = (UnityEngine.TextureFormat)Enum.Parse(typeof(UnityEngine.TextureFormat), formatStr);
                this.texture = new UnityEngine.Texture2D(width, height, format, mipmap);

                UnityEngine.FilterMode filterMode = (UnityEngine.FilterMode)Enum.Parse(typeof(UnityEngine.FilterMode), filterModeStr);
                this.texture.filterMode = filterMode;

                this.texture.name = name;

                this.texture.SetPixels32(pixelData);
                this.texture.Apply();
            }

            serializer.FinishCmd(CommandId);
        }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.includeChildren);
     serializer.SerializeX(this, x => x.componentName);
     serializer.SerializeX(this, x => x.gameObjectGuid);
     serializer.SerializeX(this, x => x.searchResultGuid);
     serializer.FinishCmd(CommandId);
 }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.SerializeX(this, x => x.materialGuid);
     serializer.SerializeX(this, x => x.shaderGuid);
     serializer.SerializeX(this, x => x.color);
     serializer.SerializeX(this, x => x.enableInstancing);
     serializer.SerializeX(this, x => x.mainTexture);
     serializer.SerializeX(this, x => x.mainTextureOffset);
     serializer.SerializeX(this, x => x.mainTextureScale);
     serializer.SerializeX(this, x => x.renderQueue);
     serializer.SerializeX(this, x => x.shaderKeywords);
     serializer.SerializeX(this, x => x.name);
     serializer.FinishCmd(CommandId);
 }
        public void Serialize(OverloadLevelConvertSerializer serializer)
        {
            serializer.StartCmd(CommandId);
            serializer.SerializeX(this, x => x.thisComponentGuid);
            serializer.SerializeX(this, x => x.propertyName);
            if (serializer.IsWriting)
            {
                serializer.SerializeOut_byte((byte)propertyValueNamespace);
                serializer.SerializeOut_byte((byte)targetType);
                serializer.SerializeOut_unknown(propertyValue, propertyValue.GetType());
            }
            else
            {
                propertyValueNamespace = (ValueNamespace)serializer.SerializeIn_byte();
                targetType             = (TargetType)serializer.SerializeIn_byte();
                propertyValue          = serializer.SerializeIn_unknown();
            }

            serializer.FinishCmd(CommandId);
        }
        public void Serialize(OverloadLevelConvertSerializer serializer)
        {
            serializer.StartCmd(CommandId);
            serializer.SerializeX(this, x => x.AssetGuid);
            if (serializer.IsWriting)
            {
                serializer.SerializeOut_ExistingObject(this.AssetGuid, this.AssetData);
            }
            else
            {
                // Lookup this object in the asset database
                this.AssetData = null;
#if !OVERLOAD_LEVEL_EDITOR
                // Lookup the UnityEngine.Object from the Guid
                this.AssetData = ((UserLevelLoader)serializer.Context).ResolveAsset(this.AssetGuid);
                if (this.AssetData == null)
                {
                    // TODO: Report error
                }
#endif
                serializer.SerializeIn_ExistingObject(this.AssetData);
            }
            serializer.FinishCmd(CommandId);
        }
 public void Serialize(OverloadLevelConvertSerializer serializer)
 {
     serializer.StartCmd(CommandId);
     serializer.FinishCmd(CommandId);
 }