public override bool ManualRead(string property, object value)
        {
            switch (property)
            {
            case "Def":
                Def = (NetworkGUID)value;
                break;

            case "ModifiedAttributes":
                ModifiedAttributes = (DebuggingObject[])value;
                break;

            case "AttributeName":
                AttributeName = (string)value;
                break;

            case "Attribute":
                Attribute = (NetworkGUID)value;
                break;

            case "AttributeOwner":
                AttributeOwner = (NetworkGUID)value;
                break;

            case "TotalMagnitude":
                TotalMagnitude = (float)value;
                break;

            case "EffectContext":
                EffectContext = (FGameplayEffectContextHandle)value;
                break;

            case "AggregatedSourceTags":
                AggregatedSourceTags = (FGameplayTagContainer)value;
                break;

            case "AggregatedTargetTags":
                AggregatedTargetTags = (FGameplayTagContainer)value;
                break;

            case "Level":
                Level = (float)value;
                break;

            case "AbilityLevel":
                AbilityLevel = (float)value;
                break;

            case "PredictionKey":
                PredictionKey = (FPredictionKey)value;
                break;

            default:
                return(base.ManualRead(property, value));
            }

            return(true);
        }
Ejemplo n.º 2
0
        public void PredictionKeyTest(byte[] rawData, int bitCount)
        {
            var reader = new NetBitReader(rawData, bitCount);
            var key    = new FPredictionKey();

            key.Serialize(reader);

            Assert.True(reader.AtEnd());
            Assert.False(reader.IsError);
        }